Quickstart Last updated: 05-09-2024
- Install plugin into your project.
- Inside of Project Settings open Navigation Mesh on left column. Scroll down until you see Runtime Generation option in the Runtime section. Change the dropdown from Static to Dynamic. Some versions of Unreal Engine (5.2 requires this) may require you to also enable the "Force Rebuild on Load" option in the same Runtime section. You will know if this is required if the "AIFlankTo" node dose not do anything in your build project.
- Open up a blueprint event graph.
- Right click and search for a node called "AIFlank To".
- In the slot called AI Controller connect a reference to an AI Controller blueprint that controls the pawn that is meant to flank to the target position.
- In the slot called Target Transform, connect the transform of the target that the flanker will flank towards. Make sure the Z rotation on said transform corresponds to where the transform is currently looking. This insures the flanker moves out of sight of target.
- When exicution pin is called, the pawn being controlled with passed in AI Controller will move towards the target transform and avoid line of sight based on the target transform.