And new AI Monsters.. phase 1. Their movement is based on the cheap-ish and fast-ish projectile movement. Very early first preview. No navmesh, they spawn and swim in the deadly oceans, they climb most terrain and obstacles, and follow you almost everywhere. They will spawn around the Player and not only follow, but also move around, and do all sorts of shenanigans. They will be relentless and increase their aggression based on time and location.. The Raven can chase them away.
Speaking on cheap-ish. I'm super-disappointed with Unreal when it comes to movement performance. It's got a very fancy character movement component, out of the box, but sooooo expensive [demanding on CPU resources]. Even projectile movement, which should be crazy cheap, is still expensive. To put things in perspective, I can run hundreds of active, advanced AIs, in a Mount & Blade battle. And there are games with a lot simpler and more efficient AI. In Unity I was able to run 1000+ basic pathfinding bots at 60FPS, in a test I did some 5-ish years ago. In Unreal I can't get more than around 80-100 active AIs without starting to significantly affect performance even on a powerful 2020 desktop PC. And things are about twice as bad if I use Unreal's built-in character movement [where 40-50 AIs are already a problem]. It took me a while to realize it's just basic movement computation on its own, and nothing else, that slows down performance like a.....
Royalty free music: Kaiolyn – Kalmado.