Timeline for How to make an enemy able to walk on walls in Unreal Engine?
Current License: CC BY-SA 4.0
7 events
| when toggle format | what | by | license | comment | |
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| Jan 11 at 1:59 | comment | added | agone | @DMGregory, My answers are down-voted either way, too much or too little. So please provide your better answer, so that I may delete this factually accurate one, before the down-votes start and compound. | |
| Jan 11 at 1:30 | comment | added | agone | @DMGregory, that approach was already denied by the OP in comments. | |
| Jan 11 at 1:10 | comment | added | DMGregory♦ | I think we can be a little more imaginative than that. 😉 For instance, we could propose that the level designer place markup nodes on specific walls designated for wall-running, and code our AI behaviour tree to search for such a markup node in line of sight when trying to activate its "dodge to wall" behaviour. A fully automatic/general solution would be nice, but many games have shipped with manual mark-up like this. Re: the remark of how much code this demands, StackExchange answers are generally not required to include complete code, just useful guidance about how to approach the problem. | |
| Jan 11 at 1:06 | history | edited | agone | CC BY-SA 4.0 |
Fixed Grammar
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| Jan 11 at 1:03 | comment | added | agone | @DMGregory, Any other solution to the question as asked would involve writing a completely new path-finding AI module. | |
| Jan 11 at 0:45 | comment | added | DMGregory♦ | If it's not possible to implement this with the built-in navmesh system specifically, can you propose an alternative strategy to answer the question "How to make an enemy able to walk on walls in Unreal Engine"? | |
| Jan 10 at 22:53 | history | answered | agone | CC BY-SA 4.0 |