Universal Monster
  • Universal Monster v1.4.3
  • Overview
    • Changelog
    • Integrations
      • FPS Multiplayer Template 4.0
      • TPS Multiplayer Pack
      • Survival Game Kit v2
      • Survival Game Kit v1
      • Easy Survival RPG v4.0
      • Horror Engine
  • Features
    • Monsters
      • Character Blueprint
        • BP_UMComponent
        • BPI_UniversalMonster
        • Collision Settings
        • Animation Settings
        • Sound Settings
      • Animation Blueprint
    • Combat System
      • Attacks Array
      • Melee
      • Projectiles
      • Timers
      • Bullets
      • Trace Info
      • Player Attacks
    • Behavior System
      • Behaviors
      • Tasks
        • Wait
        • Animation
        • Move
        • Find
        • Flee
        • Hide
        • Locate
        • Return
        • Chase
        • Maneuver
        • Attack
    • Faction System
    • Group Formations
    • Conditions
    • Data Tables
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  1. Features
  2. Behavior System
  3. Tasks

Maneuver

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Last updated 3 years ago

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The Maneuver task forces the character to move in the chosen direction. This task is perfect for making a character circle around behind their Current Target in order to flank them. When Maintain Range is set to true, the Maneuver task will use the Min/Max Distance to determine how far from its Current Target it should be maneuvering.

Task Info

Min Angle: Minimum Angle relative to the character's forward vector. Max Angle: Maximum Angle relative to the character's forward vector. Angle Offset: Offset of the random angle chosen between Min Angle and Max Angle. Min Distance: Minimum distance to be used to find a reachable point. Max Distance: Maximum distance to be used to find a reachable point. Min Movement Rate: Minimum percentage of max walk speed. Max Movement Rate: Maximum percentage of max walk speed. Face Target?: Should the character always face the Current Target? Maintain Range?: Should the character use Min/Max Distance for maneuvering?

In this Maneuver example, the character will move to the right and since Face Target is true, it will circle around its Current Target