Description This system gives your flying actors the ability to avoid obstacles until it reaches the desired destination. It does not need a navmesh and it detects the geometry in your level at runtime, even if your level changes during play. The system is replicated and works on multiplayer projects. Showcase: https://youtu.be/a37TYiobQkw
Read More »Fallen Hell Labs
Nav Mesh Vehicle AI
This simple but robust AI system allow’s any vehicle class, including custom one’s, to move to a destination, going around obstacles that can even change at runtime, as long as it affect’s the nav mesh. Very easy to implement using a simple actor component that can be used to set different settings, like a max speed multiplier to a target …
Read More »Multi-Seated Vehicles (Multiplayer Ready)
A easy to implement solution to have vehicles with multiple seats. Players can change seats at any time if the seat is not occupied and the player in the driving seat has control of the vehicle. Players can also enter and leave the vehicle at any time and take control of their characters. The driver has a special IK animation …
Read More »Squad & Team Combat AI
Overview: https://youtu.be/xQ9Vt7hqVJY 32 NPCs Stress Build: Click here This AI system allows an infinite number of teams, composed by an infinite number of squads to battle each other. (To a limit caused by performance of course). With 2 combat behaviors, the AI can analyze the world geometry and find suitable cover automatically or it can charge its target with an aggressive movement, while shooting. The …
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