Rodents is now Available in the Unreal Marketplace.
Rodents makes use of the Perception System in conjunction with Behavior Trees.
These Rodents will move between random Rodent Path Nodes, taking breaks to feed and rest. They will run away from any Actor with a âEnemy tagâ that has entered their perception range. So you can have many Enemyâs running around your levels and these rodents will run away from all of them, including Player and NPC Actors. Very easy setup.
Rodents v1.0 Includes:
(3) Rigged and Animated Skeletal Meshes (Rabbit, Squirrel & Rat)
(63) Animations
(6) Animation Blueprints (NPC, and PlayAs)
(6) Character Blueprints with 2 Parent Classes
(2K) Textures and Materials
(3) Physics Assets
2D Movement BlendSpaces
LODâs
Perception based enemy avoidance
(3) AI Controllers
(3) Behavior Trees
(3) Blackboards
Overview map with setup information
Scaled to Epic skeleton: Yes
Rigged: Yes
Animated: Yes
Number of characters: 3
Vertex counts of characters: Rabbit (2628-734), Squirrel (4394-963), Rat (4252-831)
Looks very interesting to me. Sound it be possible to have them follow a spline on command. Or to have them move from position x,y to position a,b on command ? I could use some cool foreground background animations for my game
Kind regards
Stucki
But Iâll take another look and tone it down a bit. Animations are still WIP
Attaching characters to curves is easy to do, here is a tut i found on youtube- https://www.youtube.com/watch?v=KxgELeJC6jo
There are many more just search- âUnreal 4 Spline Pathâ
Here is a longer view of the in-game enemy avoidance.
In this demo you can see the Perception system interacting with the Behavior Tree and Blackboard.
The first Rodents:Rabbit,Squirrel &Rat update is now live. I added a health system to the Rodents, and they will rag-doll when their health runs out.
If you want to draw their health bars above their heads you can do so in the Rodent Parent class (BP_NPC_Rodent_Base). Just tick the Bool âDrawOverheadHealth?â, and âRotateHealthBarToPlayer?â to true, then save.
Enjoy the update
Hey, great! Iâm really looking forward to a united big ecosystem, that contains all the previous packs: birds, fish, rodents, and the future boar.
So, are there assumptions, when such ecosystem can appear on the marketplace? And will it cost a little less than the sum of all the packs?
And one more question. I like animals created by GiM (Content by GiM - UE Marketplace). Is it possible to combine them and your packs? Can those animals act according to your AI-blueprints?
From my looking over the setup it looks like you have created the functionality to handle threats being killed (or removed) but theyâre not actually removed from the threat queue. Is that unimplemented functionality?
I had my Father over for dinner one night and was showing him how Rodents worked and he said the same thing. I said for these purposes Rodents are anything that scurries on the ground and runs away from an Enemy, Behavior wise. So new animals can be added to Rodents in the future, and they also might not be classified as Rodents. Its more the behavior, these are the little guys that scurry away from danger. perhaps I should change the name to scurryâers. Update Epic liked Small Animal Behavior Pack so weâll go with that.
Quick question. Where are the enemies array stored in the project. Im trying to make a new one off the AI you build and running into an issue where the new is not exactly matching structures. Thanks in advance.
Got it working thanks for this awesome project :).
Canât seem to get this project loaded. CPU maxes out and launcher gets stuck at 45%. Am a novice when it comes to UE4 so might be missing something obvious. Iâve selected âcreate projectâ which results in the previous state. If I copy the contents to an existing project, Iâm at a loss on how to get it working there.
How long have you let it sit while it was loading? And what sort of computer are you using? For me it took a few minutes to get everything loaded and the shaders compiled. A quick trick you can do to see what you are getting stuck on is to open task manager and hit the drop down arrow next to UE4, this should show you it is is choking on the shaders. Hope something in there helps!