For those wondering why their AI's don't move you need to put down a Nav mesh bounds first and scale it to the area you want your AI's to move in. This is already in place with the top down example
Started making a Tower Defense game, and needed a solution to make my enemy ai follow a predetermined path. This tutorial helped loads, thanks a bunch!
little lost on what i've done wrong. I set things up as the tutorial shows, but the ai's don't move. well, they wander around and kill tree's like they're set up to, but they do not follow along the spline.
That's a great tut! Thanx mate! It got me in doubt about the ways we could reference the Spline in the Controller... Is there any other way to get a Reference of an Actor (not a Pawn or Character) inside the Controller? Cheers! Thank you again!
Sorry for the late response I didn't get any notification for this video. You could use a blueprint interface on the ai to slow or speed up the character's movement.
Waste of time. Now I gotta figure out how I can make separate splines for each character, but I'm still a beginner so I have no idea where to begin. Probably gonna follow a whole different tutorial which I could've done instead of watching this.
be a little nicer ;) i have a fix if your still interested??? didn't even need to change much to get it to work either - In AI, beginplay -> cast to AI_SplineController -> set spline ref (on your AI make a variable called Splineref set it to expose on spawn and editable this will let you select what spline you want your npc to use) --- IN your controller THEN 0 on your sequence you dont need it so remove the get all actors, connect 0 to the cast and 1 to the run
@@Barnzy_ thanks :)) I'll refer to this if I ever need to in the future. I apologize for not being nice up there, I was so short on time and was really frustrated when I felt like my time was being wasted. 👩💻
@@Triple._.A your all good legend, if you ever need too feel free to hmu for images if what I said looks confusing hahaha, my goal now is to integrate an enum into my main AI controls so I can select whether it's patrol or random while keeping all of the funky fighting code
For those wondering why their AI's don't move you need to put down a Nav mesh bounds first and scale it to the area you want your AI's to move in. This is already in place with the top down example
Finally After searching a lot I finally landed here. Exactly what I needed. Thanks a lot!!
Started making a Tower Defense game, and needed a solution to make my enemy ai follow a predetermined path. This tutorial helped loads, thanks a bunch!
Work on UE5, but don't forget to add nav mesh.
whats a nav mesh and where should I add it?
@@xfighter8586 It is located in "windows > place actors", it must be located on all the place along which your AI should move.
I notice you said ask questions in the comments, but none of the questions have been answered :)
Hi. As soon as i spawn like 50 Units, the all gonna behave like the first unit on front. As Soon the 1 Unit goes for example left, all go out of line
For anyone who cant get it to work make sure to add a navmesg bounds volume
thank you mine wasnt working need a nav mesh bounds
Worked for me great! Do you think you could expand on how to make a group of Ai's go to one spline and another group go to another?
Thanks for a very helpful tutotial. Saved a lot of hours!
little lost on what i've done wrong. I set things up as the tutorial shows, but the ai's don't move. well, they wander around and kill tree's like they're set up to, but they do not follow along the spline.
That's a great tut! Thanx mate! It got me in doubt about the ways we could reference the Spline in the Controller... Is there any other way to get a Reference of an Actor (not a Pawn or Character) inside the Controller? Cheers! Thank you again!
amazing tutorial!
Nice 😊
Thanks 😊
Very helpful! Thank you!
Hey, great tutorial, is it any way to change speed in real time, fort example, AI hits collision and getting slower. Do I need some event tick logic?
Sorry for the late response I didn't get any notification for this video. You could use a blueprint interface on the ai to slow or speed up the character's movement.
When i drag out from "Spline Reference" i dont have the "Target Spline Path" ?=
that's the name of your Spline component in your BP_Spline, how did you call it?
wow !!helpful
Waste of time. Now I gotta figure out how I can make separate splines for each character, but I'm still a beginner so I have no idea where to begin. Probably gonna follow a whole different tutorial which I could've done instead of watching this.
be a little nicer ;) i have a fix if your still interested??? didn't even need to change much to get it to work either - In AI, beginplay -> cast to AI_SplineController -> set spline ref (on your AI make a variable called Splineref set it to expose on spawn and editable this will let you select what spline you want your npc to use) --- IN your controller THEN 0 on your sequence you dont need it so remove the get all actors, connect 0 to the cast and 1 to the run
@@Barnzy_ thanks :)) I'll refer to this if I ever need to in the future. I apologize for not being nice up there, I was so short on time and was really frustrated when I felt like my time was being wasted. 👩💻
@@Triple._.A your all good legend, if you ever need too feel free to hmu for images if what I said looks confusing hahaha, my goal now is to integrate an enum into my main AI controls so I can select whether it's patrol or random while keeping all of the funky fighting code
@@Barnzy_ i would love for images because its a bit confusing hahaha