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

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  • replied
    I'm Using the version 4.24 but I'm enable to package the project, I have a this error massage: ERROR: Missing precompiled manifest for 'DonAINavigation'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in DonAINavigation.build.cs to override.
    PackagingResults: Error: Missing precompiled manifest for 'DonAINavigation'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in DonAINavigation.build.cs to override.

    I try to move the plugin to my project folder and manage to package the project but game didn't now run at all.
    I'm suck at programming so I ave no idea how to fix this. It's seem there is some information missing in build.cs file and you need c# no modify it.

    Hope someone have an idea on how to fix this.

    If unreal 4.26 or 5.0 don't come with a 3D nav for flying AI, I will be very pist off.

    Leave a comment:


  • replied
    Thank you very much SwenYan!

    Leave a comment:


  • replied
    Originally posted by BoBosan View Post
    For anyone who encounter this error.


    The cause is that pawn's current location is outside DonNavigation's bound.
    So, the NavigationManager variable point to nullptr. In C++, It's possible to dereference nullptr without getting exception but getting crash inside object instead.
    Unfortunately I'm getting this error and my pawn is clearly well inside the navigation bounds.

    Though switching from bound to unbound manager does make it work. However I've verified that my pawn is well inside the bounds of the bound manager and I'm getting that error.
    Last edited by crossmr; 07-29-2020, 12:32 AM.

    Leave a comment:


  • replied
    In need of some help. I have Don's AI working mostly the way I want it. However, the issue I am having while using the Pursuit BT is the Goal Bot. If I have my player in the scene, I can assign it as the goal, the AI pursues it, etc. However, my character gets spawned in at run time. In order for that work, what I have to do is eject from the scene, grab the enemy, add my character to the goal, then possess my character and play. Then the bot pursues me. Does anyone know how to set the goal bot at runtime or have it use the equivalent of a prefab (I am not quite sure what Unreal considers those other than BP Meshes)? The information out there for doing something like this is very sparse...

    Additional info is I am using Don's AI with the Side Scroller Shooter Kit making a 2.5d side scroller with full 3d characters and objects.

    Any help would be greatly appreciated.

    Thanks,

    Leave a comment:


  • replied
    SwenYan Thank you so much for this. I have been struggling to do the same thing for a while. Very much appreciated.

    Leave a comment:


  • replied
    Originally posted by Mavmat View Post
    Hi everyone,

    Information seems spread out over multiple threads and pages and the dev hasn't been very communicative recently (though I do see the game is being worked on). In light of this, I felt it worthwhile to start up a Discord to see if we can better organise the community that exists around this project. To start, I've compiled a few methods of building for other engine versions and listed these in the #guides channel. I've also summarised a few important links.

    I'm not a C++ programmer by trade, so I won't be able to assist with anything in-depth but it's my hope that this might help in a small way to save the neat functionality this plugin has.

    If the author decides to pick it back up, I'm more than happy to hand over control of the server.

    Here's the link: https://discord.gg/eFW6suw
    Also, keep an eye (and Discord exposure) to this 3D nav plugin, "uesvon" (last update 2 months ago):

    https://github.com/midgen/uesvon

    Leave a comment:


  • replied
    Hi everyone,

    Information seems spread out over multiple threads and pages and the dev hasn't been very communicative recently (though I do see the game is being worked on). In light of this, I felt it worthwhile to start up a Discord to see if we can better organise the community that exists around this project. To start, I've compiled a few methods of building for other engine versions and listed these in the #guides channel. I've also summarised a few important links.

    I'm not a C++ programmer by trade, so I won't be able to assist with anything in-depth but it's my hope that this might help in a small way to save the neat functionality this plugin has.

    If the author decides to pick it back up, I'm more than happy to hand over control of the server.

    Here's the link: https://discord.gg/eFW6suw

    Leave a comment:


  • replied
    Thank you for those versions!

    Leave a comment:


  • replied
    Would it be possible to throw these up on git hub with their source code? Just curious

    Also the 4.25 version is marked as private and I need to request access.

    Leave a comment:


  • replied
    Originally posted by rasamaya View Post

    I was having troubles with the 4.25 build. Maybe it was just my problem. Could you test it out?
    Originally posted by Thunder_Owl View Post

    ... and now we would like to have 4.25 version
    You got it.

    4.24: https://drive.google.com/open?id=122...L90jPr3_DiTPjC
    4.25: https://drive.google.com/open?id=1lP...tfn1F1DCmqiZEi

    Leave a comment:


  • replied
    Originally posted by SwenYan View Post

    It was recompile with 4.24 so I think it won't work with 4.25 just like the 4.23 version doesn't work with 4.24.
    I don't have 4.25 installed so can not test it now.
    ... and now we would like to have 4.25 version

    Leave a comment:


  • replied
    Originally posted by Tomza View Post



    Not to have a trouble with the pop up, you can open the DonAINavigation.uplugin file with any text editor and change the engine version. I have changed from 4.23 to 4.24. Hope it helps.

    Thanks, you are nice!

    Leave a comment:


  • replied
    Originally posted by SwenYan View Post
    First, thanks for the great job of the creator.

    I've been wait for a while but update for 4.24 is still not here so I did it myself. People who need it can download it here:
    https://drive.google.com/file/d/1IEq...7Ev1i8JLg/view

    How to use:
    1. Unzip the file.
    2. Copy the "DonAINavigation" folder into engine marketplace plugin folder (example : C:\Epic Games\UE_4.24\Engine\Plugins\Marketplace)

    When loading a project, a window may pop up and say "This plugin is made for 4.23,...", just click OK, it is fine.

    I will remove the link when official update is available on marketplace.


    Not to have a trouble with the pop up, you can open the DonAINavigation.uplugin file with any text editor and change the engine version. I have changed from 4.23 to 4.24. Hope it helps.

    Leave a comment:


  • replied
    Originally posted by rasamaya View Post

    I was having troubles with the 4.25 build. Maybe it was just my problem. Could you test it out?
    It was recompile with 4.24 so I think it won't work with 4.25 just like the 4.23 version doesn't work with 4.24.
    I don't have 4.25 installed so can not test it now.

    Leave a comment:


  • replied
    Originally posted by SwenYan View Post
    First, thanks for the great job of the creator.

    I've been wait for a while but update for 4.24 is still not here so I did it myself. People who need it can download it here:
    https://drive.google.com/file/d/1IEq...7Ev1i8JLg/view

    How to use:
    1. Unzip the file.
    2. Copy the "DonAINavigation" folder into engine marketplace plugin folder (example : C:\Epic Games\UE_4.24\Engine\Plugins\Marketplace)

    When loading a project, a window may pop up and say "This plugin is made for 4.23,...", just click OK, it is fine.

    I will remove the link when official update is available on marketplace.
    I was having troubles with the 4.25 build. Maybe it was just my problem. Could you test it out?

    Leave a comment:

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