Chapter 7. More Advanced Movement
In this chapter, we will focus on flocking and more advanced path-following behaviors. What we will try to achieve is implementing flocking behaviors to create realistic movement for our AI, such as when you need agents to avoid each other while all are moving in the same direction. Sometimes, it's necessary for your agents to seek a leader, so you can create different formations of agents. First, we want to set up everything we need to get some pawns moving around within a level. Next, we will add some blueprints to these pawns to give them the ability to discover new leaders. Lastly, we will introduce flocking behavior so that we can see how our AI moves as a group.
The topics covered in this chapter are as follows:
- Setting up an actor blueprint for movement
- Implementing following behavior
- Implementing flocking behavior with features such as separation, cohesion, and alignment
- Adding behavior control through UMG