mid_gen
(mid_gen)
August 30, 2018, 7:03am
21
Update - Added a switch for Manhattan/Euclidean heuristics.
Going to get some simple path smoothing added shortly.
“Going to get some simple path smoothing added shortly.” - Super…
mid_gen
(mid_gen)
August 31, 2018, 12:10pm
23
Added a simple Chaikin smoothing algorithm.
Think I have a stupid bug with the path output that I need to fix, will try and get it done over the weekend.
mid_gen
(mid_gen)
September 11, 2018, 7:42am
24
Update : Added a clearance distance option.
mid_gen
(mid_gen)
September 12, 2018, 6:04am
26
Grot13:
I also have problems with DoN’s plugin so I’d like to try this one, but I don’t know what to download.
The ZIP from the main page gives me this :
[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_147223_1536669247048_637”}[/ATTACH]
https://forums.unrealengine.com/core/image/gif;base64
Then in demo folder I don’t find a download button :
[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_147224_1536669392468_751”}[/ATTACH]
https://forums.unrealengine.com/core/image/gif;base64
In plugin category I’ve found something to download, but this is exactly the same folders and files than on the main page :
[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_147225_1536669571608_55”}[/ATTACH]
https://forums.unrealengine.com/core/image/gif;base64
[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_147226_1536669647796_275”}[/ATTACH]
I’ve tried to create a new project and put these files into, but that’s not the correct method I think.
I finally only have a test material asset. There must be a plugin folder but it seems I’m unable to find it …
https://forums.unrealengine.com/core/image/gif;base64
Images seem to be broken for me?
Download the plugin from
Copy it to <your project>/Plugins/ folder
Create a new AIController from SVONAIController
Add an SVONVolume to your scene
Adjust the SVONVolume properties, enable some debug viz and click ‘Generate’ to check it
On play, the SVONVolume will generate the octree (so you will get a pause with a large number of layers)
Use the SVONAIController MoveTo (through BT if you want) to pathfind and follow the 3D path
mid_gen
(mid_gen)
September 12, 2018, 11:21am
28
Grot13:
My screnshots are gone, I’ve tried to edit the post but I failed, sorry for that
I’ve tried to copy only the UESVON.uplugin file inside the plugin folder (and other files in the content folder, which seems logic but in this case why not creating a plugin folder in the archive whith the Uplugin inside?), and I also tried to put everything inside plugin folder (but it seems strange to me)
Both give me a warning :
Binaries for the 'UESVON’plugin are missing or incompatible with the current engine version
I didn’t know which version to use so I randomly selected 4.19 but it seems I was wrong for this too…
I would have download the demo to pick the correct version but I can’t find it (I retry screenshot) :
Ok so the full steps for getting a project working will be :
Download as zip from GitHub - midgen/uesvon: 3D navmesh generation and pathfinding plugin for UnrealEngine
Extract the folder into <YourProjectFolder>/Plugins/uesvon/
Right click your .UPROJECT file in <YourProjectFolder>, click ‘Generate solution files’
Now open the <YourProject>.sln file in Visual Studio
Build the solution, and launch
Find the Plugins window in the editor, and make sure the UESVON plugin is enabled.
Restart the editor for good measure
You should now be able to add the SVONVolume, and create blueprints based on SVONAIController.
Alternatively, just download the demo project GitHub - midgen/CashDemo: Demo project for CashGen, UnrealFastNoise, GOAPer and open
Demos/UESVON/UESVON_Demo.umap
1 Like
Skykila
(Skykila)
September 12, 2018, 6:20pm
30
Any news about 4.20 version?
mid_gen
(mid_gen)
September 16, 2018, 7:00pm
31
Grot13:
I give up the plugin installation
I’ve tried a fresh project, it can’t generate visual files since it is not a c++ project, so i’ve tried to open it and add a c++ class, but it won’t open since modules must be rebuilt manually.
Then I tried a fresh c++ project but after building the solution and restart everything, the plugin doesn’t appear in the list (Edit->plugins)
Also I’ve downloaded the demo thanks to your link but all plugins folders are empty.
I appreciate the time you put to explain but probably I don’t have the level…hopefully your instructions will be helpfull for other people.
Sorry, but I can’t help you without more detailed information on the problems you are having, like the error messages, and the exact steps you are following.
If you download the demo project, you’ll need to run a git submodule update to sync the plugins :
git submodule update --init --recursive
mid_gen
(mid_gen)
September 16, 2018, 7:01pm
32
I’ll get on it this week, hopefully tomorrow morning, I can’t imagine there’s much that needs to change.
Have you tried building on 4.20?
mid_gen
(mid_gen)
September 17, 2018, 1:34pm
33
Submitted today. Just a couple of include changes as they moved the NavigationSystem into it’s own module.
4.19 version is archived in a branch.
Im planning on testing this out with my VR project, atm we’re using DoN’s 3D pathfinding.
Have you built this on 4.21?
mid_gen
(mid_gen)
November 21, 2018, 9:08am
36
Not yet, I’ll try and find time this week to get all my stuff updated.
mid_gen
(mid_gen)
December 8, 2018, 1:04pm
37
Updated all my plugins to 4.21. No changes required for this one, although there’s a warning I’ll fix next week.
mid_gen
(mid_gen)
December 17, 2018, 4:11pm
38
Update just submitted
You can now bake your navigation data, rather than generating it at BeginPlay. Simply select ‘UseBaked’ in Generation Strategy, click ‘Generate’, then save the asset when it’s finished.
The saved data will now be used when loading the game.
mid_gen
(mid_gen)
December 17, 2018, 5:39pm
39
And submitted a bunch of fixes for packaged builds. Enjoy
mid_gen
(mid_gen)
December 18, 2018, 5:36pm
40
Added SVON MoveTo BT node and AITask, so you don’t need to use the SVONAIController.
Just add an SVONNavigationComponent to your AIController, and use the SVON MoveTo BT Node.
mid_gen:
Added SVON MoveTo BT node and AITask, so you don’t need to use the SVONAIController.
Just add an SVONNavigationComponent to your AIController, and use the SVON MoveTo BT Node.
That’s convenient, i guess
mid_gen
(mid_gen)
December 20, 2018, 7:21pm
42
Some more fixes to the pathfinding today…as well as enhancing debug tools.
volumetric path is now recorded in the Visual Logger
‘Debug Distance’ property will limit distance that octree debug viz is rendered
In Editor will use viewport camera position
Otherwise will use first player controller position
Thunder_Owl
(Thunder_Owl)
December 21, 2018, 12:26pm
43
Nice advancing on this, very.
mid_gen
(mid_gen)
December 21, 2018, 8:11pm
44
Today’s update :
Added asynchronous pathfinding
Just tick the option on the SVONMoveTo behaviour node