Announcement

Collapse
No announcement yet.

[Complete Sample Project] AI Navigation ~ Create Custom Pathing Using Nav Modifiers + Query Filters

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    [Complete Sample Project] AI Navigation ~ Create Custom Pathing Using Nav Modifiers + Query Filters



    Dear Community,

    I've created a video and a sample BP-Only project (+ my Victory Plugin) that shows you how to use Nav Modifier Volumes and Navigation Query Filters to create custom pathing for your units!

    ~~~

    Use Case: Electric Currents and 2 Types of Characters

    In my example, I have two types of units.

    The blue unit is immune to electricity, and does not need to path around electric currents.

    The red unit bids us all a fond farewell if it passes thruogh an electric current.

    So in this case I can't just block of areas that have electric currents completely from the nav mesh, or else the blue unit cannot pass through freely as it should be able to, taking a shortcut as a result.

    This is a case where Nav Modifiers and Query Filters really shine!

    I only want to filter out certain sections of the nav mesh for the red unit, while still allowing the blue unit to pass through those areas freely.

    ~~~

    Custom BP Node

    In order to actually be able to use query filters and nav modifiers in a BP only project effectively, I made a custom BP node, AI Move To With Filter.



    This node allows me to tell the unit to move to a certain location, while using a query filter, only in Blueprints!

    ~~~

    Changes Nav Behavior Filters ~ Per Move ~ If You Want To!

    Using my Victory BP Library node, you can actually have a unit changes its navigation filter per move if you want to!

    This enables you to have the AI respond to dynamic level conditions (like if the electricity in my example gets turned off), or if you just want the AI to confuse the player by randomly switching its pathing preferences!

    ~~~

    Project Download Link

    I'm giving you the entire project as shown in the video above, so you can poke around in hands-on fashion!

    Media Fire (27 MB)
    http://www.mediafire.com/download/8r...avModifier.zip

    ~~~

    Victory Plugin, 100+ Custom BP Nodes For You!

    If you're not familiar with all the complimentary custom nodes I am offering to you such as drawing vertices of static and skeletal meshes, tons of extra math and geometry analysis nodes, and randomization features, check out my Victory BP Library Plugin!

    Victory BP Library ~ Extra BP Nodes For you!
    https://forums.unrealengine.com/show...-No-C-Required!

    ~~~

    Enjoy!



    Rama
    Attached Files
    Last edited by Rama; 08-07-2015, 12:04 PM.
    100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

    UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

    Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

    #2
    This is brilliant Rama, nice work!
    Storyteller - An immersive VR audiobook player

    Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

    Comment


      #3
      Originally posted by n00854180t View Post
      This is brilliant Rama, nice work!
      Lovely to hear from you n00854180t!



      Rama
      100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

      UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

      Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

      Comment


        #4
        Love your AI stuff Rama!!
        I have a bit of a struggle finding a specific path, maybe you'd fancy giving me a hint : ).

        I'm trying to navigate a pawn to a volume. Thereby, the pawn shouldn't simply walk to the volumes location (mostly its center) but find the closest path to stand inside the volume.
        I'm struggling with the idea that the path may change dynamically due to other actors and whatnot.
        Overriding the INavAgent for my volume doesn't help either, I believe. Since getting the point on volume surface closest to pawn would need the pawn's location (talking about NavGetAgentLocation()).

        Any ideas? :s. (A bit closer description: https://answers.unrealengine.com/que...to-volume.html).

        Comment

        Working...
        X