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Unreal Engine Livestream - AI: State of Mind - July 25 - Live from HQ

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  • replied
    Originally posted by VictorLerp View Post

    If all goes well, we'll see Mieszko on the 12th of September.
    Never mind, found the post saying it got cancelled.
    Last edited by acxsasx; 10-08-2019, 11:58 AM.

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  • replied
    Thanks for the files, last time in AI training stream that i watched devs did some changes offscreen. Was kinda hard to follow after that. Having something to refer to helps great deal.

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  • replied
    Originally posted by VictorLerp View Post

    If all goes well, we'll see Mieszko on the 12th of September.
    Hey Victor After watching many tutorials on the unreal youtube, I had a couple of questions and maybe you can let Wes know about these ones so that they get covered for the next stream

    1) What is the best method for setting and not set the blackboard variables, have a timer that goes to false like in the last stream or creating a task that deal with unset the variable ?

    2) When using EQSTestingPawn do we need to give context for it to work properly or just by adding the EQS it would work on it's own?

    3) This is not a question but I would love if they could go over decorators a bit more, I feel every tutorial out there just uses the blackboard decorator, and I would love to see some love for the others.

    Thank you for your time.

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  • replied
    Originally posted by VictorLerp View Post

    If all goes well, we'll see Mieszko on the 12th of September.
    Thanks,

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  • replied
    Originally posted by pbdarcey View Post
    Thank you for making this tutorial. Found this very useful. Is there any date for the next stream on AI?
    If all goes well, we'll see Mieszko on the 12th of September.

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  • replied
    Thank you for making this tutorial. Found this very useful. Is there any date for the next stream on AI?

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  • replied
    Thanks Victor and Wes, really appreciate the renewed emphasis on AI. Looking forward to future streams.

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  • replied
    Awesome Stream guys, with regard to the question on sight range you cant change it via blueprint at runtime, ive been trying to, only way is vai C++ but it only works on the AI controller, is it possible to have these exposed in blueprint please

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  • replied
    I actually learned things I never expected to this week after watching this very cool dude presentation. He was Key i am still here and pushing forward thanks brother/s sisters and sys t ers~

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  • replied
    Originally posted by ayretek View Post
    VictorLerp - downloadable projects & files from streams used to be posted here: https://forums.unrealengine.com/unre.../asset-sharing

    are they still being uploaded there or will there be a link to the files in the top post in the stream thread? (like the ones from this stream)

    [/URL]
    When they're directly related to a livestream, they will be posted under "RESOURCES" in the announcement post. I edited this one during the stream but looks like I never posted it. Fixed, and thanks for noting it!

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  • replied
    VictorLerp - downloadable projects & files from streams used to be posted here: https://forums.unrealengine.com/unre.../asset-sharing

    are they still being uploaded there or will there be a link to the files in the top post in the stream thread? (like the ones from this stream)

    somewhere will they will be permanently archived hopefully.

    * Note: as of this posting I couldn't find any download links so posting these for now & for convenience

    - Base: https://epicgames.ent.box.com/v/AIProjectBase

    - Complete: https://epicgames.ent.box.com/v/AIProjectComplete

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  • replied
    Looking forward to watching this tonight...

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  • replied
    Originally posted by Elfideo View Post

    cool I'll be happy to look into those if you have the links
    Sure, here is the one I knew: https://github.com/jinyuliao/GenericGraph
    And this one I just found on Google: https://github.com/artemavrin/UE4-DialogueSystem

    I hope they can help!

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  • replied
    Originally posted by KristofMorva View Post

    I guess they are using it because it's the only graph in UE4 that can efficiently build a tree of nodes; but it's like using a spreadsheet for bug tracking: it gets the job done, but it's totally not made for that.

    For a simple dialogue system, Blueprint is just fine - you can draw smaller horizontal trees. For bigger graphs, you very likely want a custom solution, which fits your problem more, for example as a unique UE4 graph asset. There are many of these solutions available on the Marketplace, and there are also open source free ones available.
    cool I'll be happy to look into those if you have the links

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  • replied
    Im glad to see that documentation its something that Unreal care

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