Rodents: Rabbit, Squirrel & Rat

These look great. Gonna practice it

is there any way to get similar templates to just play around?

Unfortunately that did not help. moved all rats and targets to green areas but they still wont move

OK it was unreal bug! my NavMesh got offsetted on play.
Now rats do move and bird animation change works. Node to delete is RecastNavmeshDefault and then reabuild navigation.

OK, this is really strange! My NavMesh got offsetted on play as well. I am creating moving elk and birds animation in my new hunting big game. - thank goodness for your thread Iā€™m not sure what else to do without fixing these issues one by oneā€¦
Iā€™ll just delete the RecastNavmeshDefault node then rebuild navigation again before going ahead with another solution in case it doesnā€™t work out well though

Hey,

Iā€™m considering buying this, but I have what may be a silly question. I would be adding these to a blueprint level for an AR/mobile project. I would need the animals to roam around on a skeletal mesh ā€œlandscapeā€ that I made. I guess the question is - is a landscape made in Unreal necessary or can they roam around on any geometry so long as one sets up a proper nav mesh etc.? I guess this assumes I can create a navmesh inside a blueprint!

Thanks for your time!

Very good question. The short answer is iā€™m not sure.
Navmesh works on both landscape and static geometry no problem. However you are talking about using navmesh on a huge skeletal mesh? Iā€™m not sure if this is possible, it may be, but my gut tells me not. This would mean that the navmesh would have to recompute every frame, Iā€™m not sure how pathing would work when your navmesh is always changing like that.
However if you do find a way Iā€™d love to hear about it. Sounds very creative and interesting.

Thank you for your reply and apologies for the delayed response. Based on my tests, it sort of worked on the geometry I placed inside a blueprint (then placed in the level). Problem appears to be that the landscape I built is too small for navmesh to work effectively (the navigation is too high off the ground and doesnā€™t respect the terrain almost at all) so the critters arenā€™t able to move around.

Cool work, though! I might be able to figure something else out but all good if not, these should make for great study material!

In this update for The Small Animal Behavior Kit, the Rodents will now run from gunfire. Just add a ā€œReport Noise Eventā€ Node after any sound that you want the Rodents to run from. Remember to add the ā€œGunShotā€ Tag to the Report Node, and set the range of the sound as well.

In the Maps folder open the level ā€œTesting Groundsā€ to test out, enjoy the update. :slight_smile:

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Hi, I have place the rodents and added enemy tag on my actors. However the rodents seems not to response to the actors when being approach. What seems to be the problem?

Sounds like you missed a few steps. Did you add Rodent_Path_Nodes (found in the Rodents folder) around your level? Also did you drag in a NavMeshBoundsVolume? (found in the Place Actors tab) drag it into your level and scale it to where the Rodents will be moving around, and then build Paths. All Path nodes should be inside of the Navmesh Volume. Let me know if that fixes things for you. :slight_smile:

Hi, yes I have added the Rodent_Path_Nodes. Have the NavMesh volume and built path. The rodents will run around but they are not afraid of the actor which is my ThirdPersonCharacter with Enemy Tag added. Anything else I missed?

for the enemy tags, did you use RabbitEnemy, RatEnemy, and SquirrelEnemy? 3 different tags also note the capital letters.

Hi, I have added all the 3 enemy tags as stated. I also noticed the rodents will move away after a while. Is just not immediate. Is that normal?

Iā€™m guessing you have your custom characters walk speed set really high. You may need to increase the Rodents Sight radius to compensate. Iā€™ll give an example with the Rat but it will be the same for the other two as well.
open the Rat folder, then open the AI folder. Open the ā€œRat_AI_Controllerā€. On the left side click on AIPerception- then on the right in the AIPerception section, look in the Sense section, you should see ā€œSight Radiusā€ and also ā€œLose Sight Radiusā€. Try turning those values way up. save and compile. it may take a little trial and error to find your desired sight distance. You want the Sight Distance to be as low as possible while still getting your desired result.

Hi, this works! thanks

No problem, Iā€™m glad we got it figured out. :slight_smile: