UEDEV  /  3D Navigation AI  /  Space  ·  Updated

v3.6.0 Use case · Space combat

Space combat and dogfight AI for Unreal Engine 5

No floor, no up, no walls. Fighters chase a target through a streamed asteroid belt, lead it with fire and re-plan through the octree as it breaks — while a Mass raider swarm closes round whatever it sees.

Full pitch and roll
6-DOF
Raiders in the Mass swarm
18
Streamed asteroid belt
∞
AI nodes
85
A fleet of ships flies through a drifting asteroid field in the Deep Space open world
A fleet through the Deep Space asteroid field
01 · Free-floating

Navigation with nothing to stand on

A surface navmesh has nothing to project onto in space. The octree treats a debris field, an asteroid belt or a station interior as ordinary navigable volume, so routes go over, under and between rocks in any direction. Flight takes its gravity from the level (World Settings or a Physics Volume) instead of a fixed value.

A fighter leads its target with laser fire between asteroids
A fighter leads its target between asteroids
02 · Chase

Chase, intercept, re-plan

In the Space Dogfight demo, Fly To in chase mode follows a target that breaks, jinks behind rocks and turns back for head-on passes, re-planning through the octree as it moves while both squads trade fire. Engage Target leads a crossing target and holds a firing position until the target leaves it.

A pursuit past bright asteroids in a streamed space level
Pursuit past bright asteroids in a streamed level
03 · Streaming

A belt with no edge

The asteroid belt is an infinite world: navigation chunks stream in around the fighters and are discarded behind them, so memory stays flat however far the fight drifts. Long routes solve coarsely across chunks and finely within the current one.

Starfighters exchange laser fire in the Space Dogfight demo for Unreal Engine 5
Starfighters trading laser fire
04 · Swarms

Raider swarms on Mass Entity

The Raider Swarm demo runs a Mass swarm of eighteen raiders that sweeps the belt and closes round any fighter it sees, sharing the positions round it, while six fighters hunt them one by one with Fly To in chase mode. Fighters use the Jet / Fixed-Wing archetype: a thrust body with banking, inertia and turn-rate limits.

Free demo levels

See it in the demo levels

These levels are part of the 57 free demo levels you download from inside the editor (LCM Nav3D menu › Get the Demo Levels).

A pursuit past bright asteroids in a streamed space level

Space Dogfight

Fighters hunt raiders through a streamed asteroid belt.

  • Fly To chase
  • BT · StateTree
Starfighters exchange laser fire in the Space Dogfight demo for Unreal Engine 5

Raider Swarm

A Mass swarm of eighteen raiders against six hunting fighters.

  • Mass StateTree
  • Engage
A fleet of ships flies through a drifting asteroid field in the Deep Space open world

Deep Space

A drifting asteroid field streamed around the fleet.

  • Open world
  • BT · ST · Mass
FAQ

Common questions

How do I make spaceship AI in Unreal Engine 5?

Place an LcmNavigationManagerSVO (in infinite mode for a large or unbounded space), give the ship LcmFlightMovementComponent with the Jet / Fixed-Wing archetype, and drive it with the Fly To task in a Behaviour Tree or StateTree; Fly To has a chase mode for moving targets.

Does it need a floor or gravity?

No. The octree stores navigable volume in every direction, and flight takes its gravity from the level rather than a fixed value.

Can it handle an asteroid field that streams in?

Yes. In infinite mode navigation chunks stream in around agents and unload behind them, and the Space Dogfight and Deep Space demos both run in streamed asteroid fields.

Read more in the free documentation:

Give your AI the whole sky.

LCM 3D Navigation AI — true 3D pathfinding and volumetric navigation for Unreal Engine 5, built and supported by a working game developer.

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