Seeker's Strange Behavior When is a Child of a Displaced Parent

Hi,

I’m currently working on my own World Streaming system, which should work seamlessly in multiplayer. For this purpose I have divided the game into 2 parts Dynamic object/parent (Cars, AI, players, items) and Static object/parent.

It turns out that the Dynamic parent stores all the objects that are synchronized among players, while Static for each client can be different (depending on the location). All thought out so that the player when moving from location to location, changed only the Static level, which is always at 0,0,0 coordinate, and Dynamic parent just shift with him by offset.

Let’s move on to the problem, I noticed that for some reason when I move a Dynamic object, Seeker stops building a path to the player, and, because of this, AI just stands still. When the Dynamic parent is at coordinate 0,0,0 this is not the case (And AI moves as intended), the same thing happens if I move the player and AI from the Dynamic parent (Removing the parent altogether).

I am using version 4.2.19 Pro. The AI is using Seeker, AILerp and Funnel modifier. I’m also shifting the entire Recast via RelocateNodes. All other functions work correctly, no problems with network logic. There is probably a bug in Seeker itself.

I would love to hear your opinion on this situation and I am completely open to discussion, this is a pretty important thing for me!

Vlad

I forgot to mention that all the logic for calculating the destination is built around localPosition

I moved some of the logic back to position instead of localPosition and everything works, however this is obviously not what I need, strange, I also tried rewriting AILerp to work with localPosition but this gave strange results

I’m gonna try to recreate this to see what I can learn. Just a quick question; does a single Dynamic parent contain multiple children such as cars, players, items- or do these objects get a dynamic parent per object?

Each type of object is separated, for example, cars located in the parent of vehicles, which in turn are parented to dynamic object.

I have already managed to fix this bug.

At the moment when the server (host) goes to another location triggers Action before the transition and after and in the interval I turn off AILerp thanks to which AI remains in place.

Thanks for replying, though.

1 Like

Ah nicely done! And no problem, best of luck on your project :slight_smile: