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DoN's 3D-Pathfinding / Flying-AI system (with full source!)

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  • replied
    Originally posted by Paul_LTC View Post
    I see thanks. By the way, it seems like DoN's 3D-Pathfinding doesn't support Physics volume? If the Physics volume overlaps with the Don's Navigation Manager, the pawn/character won't move.
    FYI, both "FindGoal" and "FlyTo" nodes in Behavior tree continuously flashes when Don's Navigation manager overlaps with Physics volume. If not, "FindGoal" is supposed to finish before "FlyTo".

    Update:

    These errors will pop up:
    DoNNavigationLog: Warning: Pawn's initial/final position overlaps an obstacle. Attempting to find substitute vector (a nearby free spot) for pathfinding...
    DoNNavigationLog: Error: Error: Invalid Origin (X=820.000 Y=810.000 Z=398.000) passed to navigation path solver
    DoNNavigationLog: Error: Error: Invalid Destination (X=210.000 Y=-10760.000 Z=2000.000) passed to navigation path solver

    Is the Don's Navigation Manager treating the physics volume as an obstacle?
    You can have the physics volume be there and not be evaluated within the DonManagerBounds. I have crazy anti gravity physics working well with this plugin.

    Leave a comment:


  • replied
    It updates to 4.24 fine, I got everything working after transferring input ini. (was to lazy to update settings hahahaha). Everything works as expected. I have not tried packaging yet though.(if fails may need to toss the plugins intermediate and rebuild etc).
    Anyone using this for non-BT AI? I am scrapping all behaviour trees and going to attempt a Utility AI BP. Would to love to hear anyones experience with doing this.
    Last edited by rasamaya; 03-27-2020, 01:48 PM.

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  • replied
    Please, if possible, someone re-make this for 4.24+ ? Thank You...

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  • replied
    Is the developer dead?

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  • replied
    Any update for 4.24?

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  • replied
    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);

    Leave a comment:


  • replied
    Someone knows anything about the upgrade for 4.23? It will be very important for me.

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  • replied
    Hey! How soon will the plugin be available for version 4.23?

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  • replied
    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!

    Leave a comment:


  • replied
    Hi. Yesterday got a bunch of crashes using FlyTo in nested BTs (run behaviour) in FlyTo::OnBlackboardValueChange. Looks like slight miss of nullptr check, but it helped. The nullptr hit was at myMemory->BBObserverDelegateHandle.Reset();

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  • replied
    Otherwise the navigation is blocked with triggers and is not able to pass through.
    and the clamp function does not clap to the nearest site

    Is it all like this, or I have not known how to use it?

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  • replied
    umm Hi, thanks for the plugin but...

    in .4.20, "is location within navigable World" blueprint node always return true, is it a bug?

    Click image for larger version

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    Last edited by DomusLudus; 03-31-2019, 03:45 PM. Reason: add screenshoot

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  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by Tinhauser View Post
    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?
    You just need to give that AI flyer direction vector to player (or point attached to player) all the time. Like in picture. You can add speed changes depending on distance if you wish, also some "too close" distance limit check (not in pic):
    Click image for larger version

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  • replied
    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?

    Leave a comment:

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