Detour Crowd / UCrowdFollowingComponent

Hello,

I have a problem with my Unit Movement. I am working on an RTS and I am trying to implement the Detour Crowd Avoidance provided by Unreal Engine but run into some problems.

  1. If 2 Units collide(what shouldnt even happen) 1 Unit pushes the other unit away like a rocket.
  2. Sometimes the pathfinding is weird. The unit first walks in a different direction then it should.

I first tried it with a blueprint project (3rd person template) and simply changed the AIController to a DetourCrowdAIController and it worked fine. No pushing or anything. So it must have to do something with my implementation in C++, but I dont know what. It has to be either the AIController or the Unit itself.

Here is the code of the Controller and the Unit and also a short video:

My Controller that every Unit has


#pragma once

#include "AIController.h"
#include "RTSUnitController.generated.h"

/**
 * 
 */
UCLASS()
class RTSCAMERAANDMOVEMENT_API ARTSUnitController : public AAIController
{
	GENERATED_BODY()
public:
	ARTSUnitController(const FObjectInitializer& ObjectInitializer);
};




#include "RTSCameraAndMovement.h"
#include "RTSUnitController.h"
#include "Navigation/CrowdFollowingComponent.h"

ARTSUnitController::ARTSUnitController(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer.SetDefaultSubobjectClass<UCrowdFollowingComponent>(TEXT("PathFollowingComponent")))
{

}


My implementation of a Basic Unit


#include "GameFramework/Character.h"
#include "RTSUnitController.h"
#include "RTSUnit.generated.h"

UCLASS()
class RTSCAMERAANDMOVEMENT_API ARTSUnit : public ACharacter
{
	GENERATED_BODY()

public:

	//Static Mesh Component
	UPROPERTY(EditAnywhere)
	UStaticMeshComponent* UnitMesh;

	//Selection Circle
	UPROPERTY(EditAnywhere)
	UStaticMeshComponent* SelectionMesh;

	//UnitSelected
	void UnitSelected();
	void UnitDeselected();

	// Sets default values for this character's properties
	ARTSUnit();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;

	
	
};


#include "RTSCameraAndMovement.h"
#include "RTSUnit.h"


// Sets default values
ARTSUnit::ARTSUnit()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	//Set Default AI Controller
	AIControllerClass = ARTSUnitController::StaticClass();

	//Visible Mesh
	UnitMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
	UnitMesh->AttachTo(RootComponent);
	static ConstructorHelpers::FObjectFinder<UStaticMesh> UnitMeshAsset(TEXT("/Game/Models/Archer.Archer"));
	if (UnitMeshAsset.Succeeded())
	{
		UnitMesh->SetStaticMesh(UnitMeshAsset.Object);
	}

	//Selection Mesh
	SelectionMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Selection"));
	SelectionMesh->AttachTo(UnitMesh);
	SelectionMesh->SetRelativeScale3D(FVector(2,2,2));
	SelectionMesh->SetVisibility(false);
	static ConstructorHelpers::FObjectFinder<UStaticMesh> UnitSelectionAsset(TEXT("/Game/Models/Shape_Plane.Shape_Plane"));
	if (UnitSelectionAsset.Succeeded())
	{
		SelectionMesh->SetStaticMesh(UnitSelectionAsset.Object);
	}
}

// Called when the game starts or when spawned
void ARTSUnit::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void ARTSUnit::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );

}

// Called to bind functionality to input
void ARTSUnit::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
	Super::SetupPlayerInputComponent(InputComponent);

}

void ARTSUnit::UnitSelected()
{
	SelectionMesh->SetVisibility(true);
}

void ARTSUnit::UnitDeselected()
{
	SelectionMesh->SetVisibility(false);
}

Sorry for the laggy video but I am currently on my Notebook during holidays and dont have access to my pc

Maybe someone has a solution.

I’ve experienced that before but I don’t have that problem with multiple unit movement. I am not exactly sure what I did to change it, I’ll try to find out but I figured I would share a screenshot of my physics and collisions settings for my capsule component. My best guess is I turned off “Can Character Step Up On”. My unit movement is still terrible.

Using detour crowds they seem to navigate to where I tell them well enough but if they encounter a group of units that are not moving they can get stuck on them for some reason but they never push them.