Hey @James.Keeling , how’s it going?
I went through the tutorial a couple of times and can’t figure out if I miss a step. Everything seems to work, except that my crowd agents don’t move. I can see that all the traits are there. Only error I get is related to a CharacterMovementComponent that Mass can’t find in my agents, but I can’t find this component to attach to my agents. Any idea what I am missing?
Hello @James.Keeling , i was wondering if you could guide me on how to change the default player character in the game-mode for the city sample project to something else such as the any vehicle but still retain its interaction with the mass traffic and crowd systems. I know that it probably has something to do with the Mass Agent component and applying the proper config to it to make a part of the mass system, but it doesn’t seem to work, i have even used the config used by the default player character on my custom pawn, but other cars will crash into the spawned car, as if they cant see it. Your help would be appreciated.
Hi @James.Keeling , thanks for the tutorial. I am having trouble getting anything to show with the Visualization Trait. Debug Visualization works, so I can spawn a donut of cones. However, nothing appears after changing the trait to Mass Stationary Visualization Trait and setting the Processor CDOs as stated in the " Enable Automatic Processor Registration" section.
The Gameplay Debugger shows that Entities exist! Yay!
The Entity Config seems to align with the tutorial. The BP for the High and Low Res actor is just a subclassed BP_ThirdPersonCharacter with a Mass Agent component added.
I’m kinda flying blind with the debugging tools. Any idea why nothing is showing up or advice on what other steps I can take to debug things on my end?
If you are on 5.4, I believe you now need to add the LOD Collector Trait for the visualizations to appear. This was originally done late in the guide, but the changes to our visualization traits and Mass over the versions mean it is now needed sooner. In 5.5, I believe there will be some more logs and tools available for validating all the needs of the entity config.
One note for anyone else doing this in 5.4…
Just adding the LOD Collector Trait invalidates the Entity Config. The Output Log says:
LogMass: Warning: DA_Shard: Fragment(MassViewerInfoFragment) was added multiple time and should only be added by one trait. Fragment was added by:
LogMass: Warning: MassLODCollectorTrait
LogMass: Warning: MassAssortedFragmentsTrait
So you need to delete the Mass Viewer Info Fragment from the Assorted Fragments Trait, since the LOD Collector adds it for you. Then it works!
Hi, is there a way to make the entities go toward set the player location (or any custom location)?
Unlike in the “state tree component” the “mass behaviour” I can’t create a “state tree task Blueprint” where I can get the player location.
I also trying a workaroud with smart object but for now it isn’t working.
Mass does not support any BP. Using a BP would negate the perf you could achieve with Mass processors.
As for having entities go towards the player, you could create your own processor that sets/updates the FMassMoveTargetFragment to be the player’s location.
@James.Keeling I just to ask why from the release to the current 5.5 version.They never sat down? Entity and SmartObject Interaction do you know what was wrong? i check StateTree discover Execution Use SmartObject Slot,but don’t sat down .please tell me ,this Entity Man in there always look at chair idling