Navmesh Pathfinding for physics-based "ball" characters?
Can this be done? I'm looking to make some AI controlled characters that behave much like the player in the ball template. I'm thinking i could do a workaround by just putting a bone in a sphere and putting the rotation anims in a blendspace, but if possible I'd like the movement to be fully physics based so as to simulate things like friction. Is there a way to make physics based pawns navigate using the existing navmesh system?
asked Jul 09 '14 at 04:15 AM in Using UE4
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