The best way to move a object from A to B without all the coding

I have a scene with a bird that needs to glide over the scene. Is there a way to set a path for it to follow, without having to code it in. Or Is there a simple move to function im missing? All i seem to find is Ai paths that either follow a player or are just random movements…

Is there a best way to do this?

So having actors exhibit any kind of behavior is going to involve some kind of coding. Ultimately it depends how important the bird is to the scene. How much detail needs to be shown to the player?

The AI Move To functions all work with nav meshes on the ground, so it probably won’t work for a flying actor. If you just want a flock of birds that are far away from the camera and don’t need to look so good; using a particle system with a mesh emitter could work.

If you want the movement to look a bit more natural and can live with a predefined path, you could use a spline component and have the bird mesh follow it. There is a great example of this in the content examples spline component map. The example blueprint with the particle effect following a spline curve should give you everything you need.

Outside of those two cases, some coding (c++ or BP) will be required. If you want some help with it, feel free to provide me with more detail on exactly what the bird needs to do and I could set something up to get you on the right track.

Hope this helps.

Thanks for the quick response. So i’m basically rendering a forest scene where the bird needs to land on a rock, then take off, glide and land. The bird will be quite close to the camera so would need to be a actual mesh not a particle system. I also have to do this for two other land animals :confused: I will have a look into the spline component, that sounds like it will do the job. If not ill be in touch :slight_smile: Thanks again

That looks great. Ill give it a try :slight_smile: Thanks

You may want to look at the sequencer feature of the engine: