Birds

That’s great thanks, I’ll try it this week and let you know how I get on!

This is a big milestone for me. As far as I’m aware this is the first time that one of my assets has made it into a finished game that is now for sale in the Unreal Store.
Birds is in The Sinking City, developed by Frogwares.

watch?v=334Y9OvOMJo

Fantastic work to all involved at Frogwares, I’m so very happy to be a small part of your beautiful sunken world. I especially like how they even used the Birds to solve and find clues throughout the game. I was a fan of the Sherlock Homes games, but wow they really knocked it out of the park with The Sinking City. It’s such a huge beautiful world. I’m also eagerly looking forward to the newly announced Sherlock Holmes Chapter One. Great work Frogwares!

watch?v=HhSsh1WqSsk](Britannic: Patroness of the Mediterranean on Steam)
Britannic: Patroness of the Mediterranean is now released on Steam. and as you can see in their trailer they use Birds :). Another fantastic piece of work by Vintage Digital Revival.
I’m hoping for an Epic Games store release too.
I’m eagerly anticipating Titanic: Honor and Gloryas well.

Britannic: Patroness of the Mediterraneanmade it into the **News and Community Spotlight this week.
watch?v=RyTnVsH2KjM
Congratulations **Vintage Digital Revival on a fantastic product.

This looks like a great addition to any game! However I’m having problems integrating the birds into my level. Dozens upon dozens of errors show up during PIE, then clog the CPU and slow the frame rate. I’m not sure if I’m doing anything wrong, I have a NavMesh and targets all in place. Please let me know how I am not properly using this system!

My guess is you didn’t Migrate everything to your games content folder. Just right click the top most Birds folder and Migrate the entire thing to your games content folder.
You can see in those errors that it accessed “none” looking for sky targets, is that the only error repeating? It looks like a bad setup.
Also if you do have Sky Targets in the air try spreading them out more, this can also cause issues.
Get back to me and let me know.

This seemed to resolve the issue. Thanks a lot for your help!!

Hi, thanks for an amazing Bird set! I love it a lot <3
Can you please help me set the behavior to fly away not from an tagged actor, but when something else happens. Like motion sensor detection, or microphone volume level (or just key pressed for an example). I am trying to acces it in the AI Controller, but there is so much blueprints I am lost in it. I would much apprecite your help!

To get the birds to fly away all you need to do is set “FlyAway?” to true in their Blackboard. You can do it from a Task, Or the AIController, or from the Bird Parent Class like this.

](http://filedata/fetch?id=1802872&d=1597861562)

or like this in the AIController
.

This Bird Sim is looking great, going to get it!

Before I do though is it possible to swap out or add another bird type?

If not would my only way potentially be retargeting to one of your existing birds?

Thanks in advance

Yes you can swap out the skeletal mesh with your own. you will need to create a new animation blueprint for your new mesh. Just use the existing animation blueprint as your guide.

absolute game-changer, thank you very much I can do that :wink:

Yet another example of Birds being used in the wild.
watch?v=XPK84LKev48
Featured in this weeks News and Community Spotlight.
Epitaph is a short film created in the Unreal Engine.

Could we get bats? They fly a bit differently. There was one I liked when I was using Unity3D by Unlucksoftware.

Good idea. I’ll add Bats to the list for future projects.

I think I am having the same issue. I have all the pre-reqs in place, sky, ground, and perch targets, nav volume and nav data built, and the crow does fly around but doesn’t seem to react to the player char. If I add another actor to the scene and add the tag to him then the crow will land at his feet.

I’m wondering if it has something to do with the player char also having the Player tag in the tags array? The other actor only has BirdEnemy in it’s tags array… Any advice would be greatly appreciated.

J^2

My guess is that you are putting the tag in the wrong spot. The Tag needs to be an Actor Tag not a Component Tag.

](filedata/fetch?id=1826240&d=1603736406)
it shouldn’t matter if you have other tags.
you can test things out by using the “NpcBot_WithEnemyTags” in the (Birds > ThirdPersonBP > Blueprints) folder.
Let me know if this is the issue you are having, also let me know if things work properly with that “NpcBot_WithEnemyTags”
If things are not working with that bot then it’s not a Tag issue, its something else. Also is the Demo Level working properly for you?

Hi, can we integrate it with existing character? like maybe we can reverse the behavior from running out player to chasing the player. Thank you.

Hello,

I have several pigeons on the ground currently and they do fly when I get close to them, but I have some questions:

  • Currently they fly at the exact same moment, how can I make them wait a bit before flying to get a natural result.
  • They don’t walk around when I am far from them, I did set their checkbox of (Starting walking) to true and I did set several ground target points and I did add a nav mesh volume and build paths but they are standing still.
  • Is it possible to play an SFX when they start flying (wing flapping sound).

You can already do this, in the Birds blueprint set “DoIFearTheEnemy?” to False, and set “ChaseTheEnemy?” to True. You can do this on a per Bird basis or you can globally set it in the Bird parent class.

In the fly away section of the Behavior Tree you can put a wait node before the flyaway node like this and use the Random Deviation to get a random number.


you can also play a sound of flapping wings here too with a “PlaySound” node.
Also look at the Patrol section in the Behavior Tree you might want to use a smaller number in the Wait nodes. The Birds are running away from you- then they wait.
Hope that helped. :slight_smile: