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What is the best approach for Directional Gravity and AI Navigation on rotating platforms

Hi there,

I'm using the Unreal Engine since 4.4 version. Now I am facing a great challenge. I have to create a system that will support directional gravity and also work perfectly with the AI navigation system. Modifying the engine's source code is not a problem. Looking for a C++ solution, not Blueprint.

Worst case scenario that must be supported:

  • Players fight onboard a large spaceship against enemy AI agents, using grenades, ranged weapons, laser rifles etc.

  • In most cases said spaceship will move and rotate, and won't be static

  • The spaceship will substitute the entire level from the player's perspective, the persistent level will have only space background effects, procedurally generated asteroid fields and sometimes a background star or planet, thus the spaceships are 95% of the gameplay

  • There will be more such spaceships with interiors, fighting each other

  • Gravity will be generated by spaceship's gravity engine, gravity fields will be tied to spaceship's rotation, and must be handled properly by AI agents, too

  • In a zero-gravity environment, players may turn on their spacesuit's boosters to move or rotate freely

  • This solution must work decently on a procedurally generated spherical planets - voxel landscapes

  • Number of enemy AI agents will not exceed 30 at a time

  • Must work with networking, client-side glitches must be avoided

As far as I know, this is not supported by Unreal Engine by default. I will have to implement it on my own, I guess. Directional gravity for players and rigid bodies itself is trivial to implement, the problem is - it must work properly with AI and networking, and that's my question here. How to handle that properly? I've googled it already with no luck. All I find is a directional gravity, without AI navmesh advice. Navmesh was designed for fixed Z-gravity and static levels. Should I use it, modify it or seek different solutions?

Thank you!

Product Version: UE 4.21
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asked Feb 24 '19 at 02:44 PM in C++ Programming

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