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AI getting in eachother's way

I'm having an issue where a large group of AI follows me and moves to my last visible location. Problem is if course acceptance radius and that the actors in front stop and block the ones behind from getting within an acceptable radius to that location and when they turn to run back they often get stuck on the ones behind them, which can't reach their target location and execute subsequent behavior. Now for attacking me in melee this is fine, the ones in the back will try to get closer before they attack, this works exactly the way I want it to.

Anyone have any ideas on how to counteract this when I send my AI away? Tried turning off collision but that gave a pretty crappy result, especially if the AI spots me again and turns collision back on (they are all stuck inside each other).

So the fix I tried to implement was to change the acceptance radius. First have it fairly small to make the ones in front move in close, then set it to a larger area to allow the ones in the back to have "reached their target location" and they can all turn around and go home together, rather than the ones trying to go home getting stuck on the ones trying to move to target. But I couldn't find a good way to implement this. A delay seemed reasonable but since the AI needs to be able to spot me and react immediately (so as not to be LOS exploited) it's not really an option. Unless I do tiny, seperate delays with a foreachloop with break type of sequence.

What could also work is having a decent acceptance radius but the AI in front not stopping the instant they touch it. The "Stop on overlap pin" does nothing that I can see.

Product Version: UE 4.21
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asked Feb 08 '19 at 06:47 AM in Using UE4

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Crowley Caine
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