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    [PLUGIN] Cover Generator

    Dynamic Tactical Cover Generator

    The cover generator analyzes the level's geometry to find possible cover points. Cover points can then be parsed via the native Environment Query System (EQS) to allow AI or player controlled characters to find spots to hide during a fight or even to prepare an ambush.

    The system offers different info per generated cover such as if it is a crouched or a standing cover, if the character can stand or lean on the sides to shoot...



    Example video of a GOAP AI using the cover generator



    Download on GitHub: https://github.com/Deams51/CoverGenerator-UE4
    Last edited by Deams; 03-12-2017, 01:03 PM.
    Released:
    [Plugin] Custom Gesture Recognition
    [Plugin][Example] Java in UE4 - Text extraction via Tika
    [Plugin] Cover Generator

    GitHub Link

    #2
    This looks awesome! Will looky! Thanks!
    Sanctity Lost

    Sanctity Lost UDK

    Comment


      #3
      looks awesome, I will need to implement a cover system soon, this is a huge help!
      Edge of Chaos RTS
      "Age of Total Heroes" - RTS Pathfinding and Movement System for UE4
      RTS Camera C++ Tutorial

      Comment


        #4
        You're welcome!
        Released:
        [Plugin] Custom Gesture Recognition
        [Plugin][Example] Java in UE4 - Text extraction via Tika
        [Plugin] Cover Generator

        GitHub Link

        Comment


          #5
          Nice. Very cool, and should probably cost money XD So bonus!

          Comment


            #6
            This is very useful. Thanks

            Comment


              #7
              Will you be doing a tutorial on how your ai pick a cover spot? I've got a few cubes scattered out on an empty map and your cover generator works great. But I'm lost on how to actually implement this in the ai behavior tree. I haven't used eqs for anything but random roaming. Does using eqs help avoid multiple ai trying to take the same cover location at the same time?

              Comment


                #8
                [MENTION=256284]Deams[/MENTION] - This is amazing mate.

                I can't quite read code for the next couple of days, so if its not too much to ask, would you kindly and briefly explain the employed methodology?

                Sorry if its too much to ask.

                On a side note, except for games with destrutible environments, wouldn't it be better to generate all the points per map, store them in the map itself, and load them when the map itself loads? Just a question of saving resources to not have to check for possible cover pointer - and all the involved math - every tick. Edited: nevermind, just saw you store them upon generation.
                Last edited by Horus; 05-29-2017, 05:34 AM.
                [On Hold]WIP: Vertex-Based Ledge Detection/Parkour Engine

                Looking for fellow programmers to develop a project.

                Comment


                  #9
                  actually while importing Cover Generator plugin, Its showing error like could not be loaded because CoverGenerator Module was not found. Can u tell me what was the reason. im trying to load in 4.16 version UE4 with blueprint project.

                  Comment


                    #10
                    Works the plugin with skeletal mesh on idle state too?
                    Meshabyte @ CGTrader

                    Comment


                      #11
                      is there any network/multiplayer impact for this? If so, how much?
                      Founder and CEO of Angry Penguin Studio, LLC
                      Dallas, TX USA
                      https://www.facebook.com/AngryPenguinStudios

                      Comment


                        #12
                        @Deams : I put the plugin into my project and reworked my behavior tree successfully faster than expected, NPCs act now usually much better, but they frequently choose cover places on wrong side of objects. so can you give some hints how to improve it, if the NPC knows the direction of the incoming attack, and as I see cover places store direction data.
                        I ask just a few hints where can I start with it.. or how to setup the EQS doing proper tests.
                        Last edited by sivan; 10-28-2017, 05:45 PM.
                        Edge of Chaos RTS
                        "Age of Total Heroes" - RTS Pathfinding and Movement System for UE4
                        RTS Camera C++ Tutorial

                        Comment


                          #13
                          I had an issue, when navmesh is dynamic, and updated runtime because of spawning actors affecting the navmesh, regenerating the covers caused short but disturbing freezes even in a relatively small level. Luckily, today I have modified the plugin to run it asynchronously as a FNonAbandonableTask. Now I'm doing some further tests, and if anyone interested I would share the code...
                          Edge of Chaos RTS
                          "Age of Total Heroes" - RTS Pathfinding and Movement System for UE4
                          RTS Camera C++ Tutorial

                          Comment


                            #14
                            Originally posted by sivan View Post
                            I had an issue, when navmesh is dynamic, and updated runtime because of spawning actors affecting the navmesh, regenerating the covers caused short but disturbing freezes even in a relatively small level. Luckily, today I have modified the plugin to run it asynchronously as a FNonAbandonableTask. Now I'm doing some further tests, and if anyone interested I would share the code...
                            I am interested in the code.
                            I have been waiting for a reply about network impact, or, general impact of this plugin. I didnt get a reply back, so, i figure i may as well jsut add it myself and see if there is anything negative, or, how much negative (everything has impact).
                            This is working for 4.18?
                            Founder and CEO of Angry Penguin Studio, LLC
                            Dallas, TX USA
                            https://www.facebook.com/AngryPenguinStudios

                            Comment


                              #15
                              Originally posted by AP_Studios View Post

                              I am interested in the code.
                              I have been waiting for a reply about network impact, or, general impact of this plugin. I didnt get a reply back, so, i figure i may as well jsut add it myself and see if there is anything negative, or, how much negative (everything has impact).
                              This is working for 4.18?
                              Okay, I find out the best way, I modified only slightly a .h and a .cpp and added a really short class, so I can post it here or create a github fork...
                              I use it in a UE4.17 project, but should be okay with 4.18 as well.
                              My project is multiplayer, I have experienced no network load at all, it should work on server only, because all AI normally runs on server.
                              And because of the offline generation, and the async update I added its performance impact is minimal, but I will definitely test it this week (I have to decide to keep it or not).
                              Its creator is apparently more active on youtube, I was able to contact to him, he normally answers within a few days, but said to be quite busy recently...
                              Edge of Chaos RTS
                              "Age of Total Heroes" - RTS Pathfinding and Movement System for UE4
                              RTS Camera C++ Tutorial

                              Comment

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