Sounds good!
i have spent a couple days with it now and have a few comments.
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some awesome blueprint nodes! Move to target, move to location, eqs jobs, cool stuff!!
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GOAPer Demo, dudes seem to get stuck picking up ammo.
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I’m having issues seeing what the current action is for my guy. Execute is called often but update cost is not called at all. Seems strange to me that If execute is being called that update cost should be called. Update: Saw the ActionDescription field and see that my action is being selected
Seems to me like update cost should be more of a function than an event, that if you do too much work or certain things in that event it will screw up logic in execute.
I think I’m going to copy your 3D text widget
Update:
I got my action to work! I gotta say your plugin is pretty good! it was fairly easy (just a couple of days of messing around).
Only strange thing is that the walk speed passed to your move function needs to also be set on the animation blueprint. I think I might try to cleanly bind those two together somehow.
Anyways, Good stuff! Will be interesting to see how this handles more complex scenarios.