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[Twitch] Support Stream - AI - Dec. 2, 2014

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    #16
    Originally posted by Brainshack View Post
    [Question(s)]

    1. Are there any implementations of steering behaviours in UE4, to handle navigation of big groups of agents. Also, what would be the best approach to design AI for big groups of Agents in UE4?
    I second this. large numbers of agents are essential for most RTS games now. Having even 100 guys running around has them rubbing against each other even with the Detour system.


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      #17
      Still Component Based?

      A while back I was told on github that the AI system was being revamped to use BP components and a more component based approach.

      I've been hesitant to do a lot of AI coding because I am worried that Epic is making a big internal shift that would force me to rewwrite a lot of code.

      What is the status of this shift?

      Is it still going on?

      In other words, will PathFollowingComponent and NavigationComponent still be around for a long time, so I can code with them comfortably?

      Thanks!

      Rama

      PS: I say hi in advance to Mieszko on the stream!
      100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

      UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

      Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

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        #18
        [Questions]

        1. Is there any way to get the pathing system to ignore Z-difference when pathing to the next Immediate Move Destination. Sometimes agents step above and over a link in the path and this causes jitter (turning a corner that's higher and sloped, for example) because he jumps over the move destination and then tries to go back over it.

        2. Do you have best practices for getting a character to only move forward in the direction he is facing while using navmesh pathing? I've tried "Orient Rotation to Movement" and such, but that just makes him turn in the direction he's facing, rather than slow his forward movement down while he's turning. I basically would like to keep him only moving straight ahead, while also only pathing on the navmesh (which would require the path to constantly update I'm sure).

        3. Rama has done some work making agents dynamically path and jump in Unreal (hi Rama). Do you have any suggestions on what C++ classes and such we should look into to extend the navigation system like Rama has? I assume it's the PathFollowingComponent and NavigationComponent as he stated in his question above, but... yes I would also like to know if this stuff is being rewritten.

        4. As mentioned here, do you have any information on prioritizing navmesh generation at runtime? I currently have agents waiting to move when the game starts because our (world) mesh (and subsequently the navmesh) is being generated at runtime.

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          #19
          Another question: If you had an unlimited amount of time and money, what sort of features would you add first to UE for AI?

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            #20
            Question:

            Whats the best practice for generating navmesh in a large world. Is it possible to generate multiple navmesh sets with separate volumes and only talk to the navset you are in for things such as A*?

            Thanks!
            Devero
            W3 Studios

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              #21
              Hey everybody, thanks for your fantastic questions! We've compiled them up for the stream (which starts in an hour), come up with some answers and we'll have Mieszko address as many as possible.

              Please keep the questions coming during the stream as well! See you there!
              Twitch /unrealalexander| Twitter @UnrealAlexander
              How to report a bug? | Installation & Setup issues?
              Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

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                #22
                Question: is it possible to move the nav volume at runtime ? for example inside a flying spaceship
                Last edited by Xces; 12-02-2014, 03:50 PM.

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                  #23
                  Thanks for the stream guys. Great fun watching Mieszko try and parse what people mean

                  Look forward to more!!

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                    #24
                    Thanks everybody for your questions. We had a great time and are looking forward to having Mieszko do another Twitch Stream to get to everyone's questions. See you next time!
                    Twitch /unrealalexander| Twitter @UnrealAlexander
                    How to report a bug? | Installation & Setup issues?
                    Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

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                      #25
                      Dear Alexander and Mieszko,

                      Hi Alexander!

                      Thank you Mieszko for the answer to my question!



                      Rama
                      Last edited by Rama; 12-02-2014, 08:42 PM.
                      100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

                      UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                      Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

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                        #26
                        Mieszko, thank you very much for answer to my questions, i'm happy !

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                          #27
                          I lost this video, where can i find it?

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                            #28
                            Originally posted by LoN View Post
                            I lost this video, where can i find it?
                            http://www.twitch.tv/unrealengine/b/594984384

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                              #29
                              Thanks a lot!

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