Birds - v3.0 Update

Here’s a quick demo of your Birds in my project :

Regards,

Regnelas

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Wow so cool! That video really brings back some wonderful memories. I loved that game so much, I played the hell out of it. What a fun project, seeing my Birds flying around in Oblivion- that just made my day! Keep up the fantastic work!

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Just noticed there’s a new Birds update. Just wondering what’s been update! :slight_smile:
Also on top of me requesting STag/Deer and a Bear I’m also gonna throw in a wild dog!

I spent 6 months in Morocco on a couple of film shoots and I was amazed at how many wild dogs there are. Its led me to think about having wild dogs in my game that will attack the player. Just an idea being thrown into the ring! :slight_smile:

Deer and a Bear are already on the list for future projects, I’ll add a wild dog to the list. :slight_smile:
For the update I added Bird calls to randomly play while the Birds are flying, see previous posts for more info. Also flocking is on the list for future updates but that may be a while as it will be a huge project.

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Totally awesome man.

I’ve just spent weeks getting basic enemy AI working for my game and built a little test area ontop of the default UE first person level.

Tonight is the night I get you birds in here and finally damage and shoot them!

As for the audio, this is great. I am actually going to be using Wwise to implement all audio so having these features to hook into is fantastic. The devil is in the details (I’m actually and audio and music guy first and foremost and can’t wait to start actually making all the audio systems - footsteps and ambiences are the first 2 big ones). Your birds will use the 3d specialization of Wwise so everything will sound close or far in proxmity to the player character.

The other week I 3d scanned my own face and turned myself into a metahuman. Now I am a video game character and the main character of my game :joy:

I took it a bit further though for my testing level and made all the enemy AI also ME. :joy:

Here’s a little video showing 1st tests for combat AI. Will share a little video when I get the birds working in here :slight_smile:

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Hey man, really sorry but I’m getting these errors (with the latest version of Birds in UE 5.5). Any idea what is causing them?

I will look into this, you can help by double clicking on that “Branch Graph” also that “set value as Bool Graph” and send me a screenshot of where it takes you. it will take you directly to where the error is happening and is much easier to diagnose that way.

A few questions.
Is this error happening when shooting the Birds?
Are your Birds set to “disable collision during flight”?
Is your projectile “destroying” characters?

so far I’m unable to reproduce these errors.

Ah man, its weirdly now not doing it. Sorry to bother you with stuff like this. I’ll check everything you have asked and keep an eye on this.

I am using level streaming and wondering if that has anything to do with it but could be way off the mark here as I only have about 5 birds but kept them in the persistent level.

Sorry I don’t wanna be one of these annoying people taking up your time haha

Hello! Is there anyway to disable the sound for the birds like at night? I currently have them as actor hidden but I wasn’t sure how to go about disabling the sounds as they keep playing even through the night?

I’ll add a setting on the Birds to disable the Bird calls. I’ll update this Thread when it’s live.

Thank you! I am looking forward to it.!

*UPDATE
The new update is now live. I have added a new setting on the Parent class (BP_NPC_Bird_Base)
The setting is called “BirdCalls while Flying” You can set this to True or False (Bool). You can set this on the Parent Class for all the Birds, or you can set it on a per Bird basis.

In your case, when its night time you can cast to “BP_NPC_Bird_Base” and set “BirdCalls while Flying” to False, then at daybreak you can do the same and set it to true. This setting is for when the Birds are in flight.

Keep in mind there are still some Idle animations that have Bird calls on them- in your case you may wish to remove those animations in the Animation Blueprints. These play during certain perching and ground Idle animations. These sounds are attached to the animations themselves so that they sync together perfectly.

Also in this new update I have improved the Perching System. Enjoy everyone. :slight_smile:

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Hello, I’m using the birds system in ue 4.26 and I cannot for the life of me get it to replicate animations in multiplayer. I set everything to replicates, including variables. I’m not trying to be able to play as a bird, I simply want the birds to replicate their active animation to players. Basically if a bird is going to perch, it’ll just be stuck in the flying animation while at the perch location. Any help would be great! Thank you!

Birds is not replicated for multiplayer out of the box, and I’m not experienced with multiplayer but hopefully this information is helpful.
When a Bird is flying toward a perch there is a service in the Behavior tree called “BTService_Bird_PerchWhenCloseTo_PerchTarget” this service checks the distance to the Perch. When the distance is less than 600 Unreal Units- the Blackboard value “FlyToPerch?” is set to true. This is when the landing animation plays.
Then in the task “BTTask_Bird_PerchOnPerchTarget” the Bird is moved from it’s curent location while playing the landing animation to the location of the Perch. once the Bird is on the perch location the Blackboard value “PlayPerchedIdle?” is set to true. this is where the Perch animations are played. I hope this was helpful or at least helps illustrate where to look for the perching setup. Let me know if you have any further followup questions.