[i]These screenshots show some differences in how Unreal Engine’s navigation meshes (which is what we have been using until now) provide information to AI characters about where they can stand and move. Notice how the blue nav mesh (our old method) covers much less territory than the green mesh (the new method). [/i]
Our new tools ensure there are far fewer gaps in our navigation mesh, or carpet. What this means, to the player, is Fireteam AI pathfinding is not only more reliable than it used to be, but it’s also more natural. Paths chosen by AI will be more “human” with curves and bends instead of robotic lines that cut through the terrain. This also means Fireteam AI avoidance is more natural, too. Because we’ve improved pathing, their movement is also smoother around one another. Marines can more reliably pass by one another, anticipate one another’s positions, and collision between characters is less harsh.
[i]Notice how the old nav mesh system left gaps in this staircase, causing AI to get stuck on stairs. The new system fixes this.[/i]
Now that we’ve addressed many of the navigation issues, we’ve also been able to address many other problems, some of which are able to leverage the new AI pathfinding system. In our Autumn update, players should expect:- Fewer cases of blocking the player[list]
- Will go around or behind
- Previously, they’d occupy the most optimal firing position (which could sometimes be where the player was standing)
- Fewer cases of repeating the same lethal action leading to AI death
- Now follow exterior walls instead of cutting straight through rooms
- Properly pan doors, staircases, and windows
