Anyone had any luck setting up way points for vehicles to follow?

Just trying to make vehicles follow a route to race against but with little success.
Can’t find any documentation on it.
Can’t even make the vehicles move on there own! Any help?

I would probably check out the behavior trees / navigation mesh and MoveTo commands to start with? I haven’t played with AI much but it sounds like that’s the route you’re looking for.

same problem here…
MoveTo doesn’t work for me, and i think you would have to use the steering and throttle input to control a vehicle ai.
but since i can’t figure out a way to control the vehicles pawn in blueprint. (neither for ai, nor for rotation, location or physics force, etc.)
seems like the vehicle class is still very raw.
i read here Vehicle Blueprint - Change vehicle properties via blueprint - Blueprint - Unreal Engine Forums , that epic considers to add more BP support for vehicles in 4.3 .
also some more vehicle documentation would be nice.

You could always use targetpoints as waypoints and find the look at rotation and update the steering value on tick. I did it like this and it worked fine. I did it in BP but the math would look roughly like this:

steering = (MyLocation - FindLookAtRotation(MyLocation, TargetPointLocation))/360

you want to get the look at rotation and find the difference between you and the look at rotation, that’s how far you need to turn. Then turn that into a number between -1 and 1 since that’s how steering works and set the steering to be that number. I would suggest making sure you are working with positive rotations though, so if it says -90 change it to 270. Things start to look funny if you don’t do that.

I did this with the vehicle map and got the buggy to zoom around the track with a bunch of waypoints. It even handles the jump and correcting for wobble on landing.

You will need to figure out a good system to control speed though. I have tried a few things and I just use what works for the situation.