Originally posted by TriConsulting
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DoN's 3D-Pathfinding / Flying-AI system (with full source!)
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Hi VSZ ,
first of all thanks to bring us this amazing plugin, it's awesome.
I used for some tests on 4.18 and it work perfectly, but yesterday i try it on 4.20 and now if a pawn exit from the nav bound and call the FlyTo node in the Behaviour Tree the editor crash with this exception:
Access violation - code c0000005 (first/second chance not available) There is something i can do for fix it? Thanks
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Wondering if there's a trick I'm missing in getting the flying unit to navigate correctly to a moving target point, such as the player.
Currently I'm spawning a Target Point at the player's socket location. Then using the FlyTo node to fly an actor, however the actors seem to orbit a random amount of times before straightening out, and I'm wondering if there's a setting I'm missing to have the target point be spawned or moving.
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I am trying to figure out if I need this. I need a flying AI that can chase a point in 3D space, this point will be moving, because it’s attached to the player, who is also flying. I don’t need any obstacle avoidance. I would like to use behavior tree.
I have this installed and it can move the AI, but I feel like I want to just have 1 gigantic voxel and disable obstacle avoidance/pathfinding. I only need to go straight and the maps are big (over 100km).
Should I just use waypoints?
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Originally posted by Tinhauser View PostI am trying to figure out if I need this. I need a flying AI that can chase a point in 3D space, this point will be moving, because it’s attached to the player, who is also flying. I don’t need any obstacle avoidance. I would like to use behavior tree.
I have this installed and it can move the AI, but I feel like I want to just have 1 gigantic voxel and disable obstacle avoidance/pathfinding. I only need to go straight and the maps are big (over 100km).
Should I just use waypoints?
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Here is the image to the picture.
https://imgur.com/a/WHygKT2
Everything is set up correct and neat, Also the Behaviour tree goes through Fly To Node, but still, my mesh doesn't fly to the given location. Help me out
Thanks.
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Greetings! A big thank you for giving out your hard work for free to budding developers!
I know essentially nothing about C++, compiling, editing files, etc (I work 100% in blueprint) and I was wondering if you could help me make a change to the source code.
Essentially all I am after is a way to add a small delay in the "Fly To" node whenever the actor reaches the end of a straight line (so taking corners, changing direction, etc). I have my behaviour tree working as I'd like so far with a helicopter that rotates towards it's velocity direction, however the sudden changes in direction during pathfinding make the whole thing look haphazard.
I've taken a look at the source files, but as I've said I know nothing about C++. I tried making some changes (to menu names only, nothing major) but then couldn't get UE4 to compile with my changes.
Any help from anyone in this thread is much appreciated!
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Creator of this plugin, you aren't initializing your variables in DonNavigationManager.h properly and I kept getting warnings. Please change these lines to prevent the initialization warnings. Thanks for your work!
\Plugins\DonAINavigation\Source\DonAINavigation\Classes\DonNavigationManager.h : 365
FVector Origin;
to
FVector Origin = FVector(0.0f, 0.0f, 0.0f);
\Plugins\DonAINavigation\Source\DonAINavigation\Classes\DonNavigationManager.h : 368
FVector Destination;
to
FVector Destination = FVector(0.0f, 0.0f, 0.0f);
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