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Support Stream – Behavior Trees – March 10th, 2015

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    [LIVESTREAM] Support Stream – Behavior Trees – March 10th, 2015

    The next stream will be all about Behavior Trees and how they function in UE4. All you AI junkies better be there!

    WHAT
    Senior Gameplay Programmer Daniel Broder shows off AI features and how to implement them.

    WHERE
    Follow us on the official Unreal Engine Twitch channel: www.twitch.tv/unrealengine

    WHEN
    Tuesday, March 10th @ 2:00-3:00PM EST [Countdown]

    WHO
    Daniel Broder, Senior Gameplay Programmer
    Alexander Paschall, Engine Support Technician (@UnrealAlexander)

    Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it's not always possible to answer everyone's questions as they come up. This is especially true for off-topic requests, as it's rather likely that we don't have the appropriate person around to answer. Thanks for understanding!

    EDIT: We're doing a double feature since the weather interrupted the previous stream. Make sure to stay tuned after it ends, so you can watch the Multiplayer Stream

    EDIT: The YouTube archive is now available here

    EDIT: A rough draft of the project is available for download

    Notes on the project: AINav error will appear, it can be ignored. The "Get Best Patrol Location" has been replaced as we discussed in the video.

    Last edited by Alexander Paschall; 09-01-2015, 06:32 PM. Reason: added project and notes
    Twitch /unrealalexander| Twitter @UnrealAlexander
    How to report a bug? | Installation & Setup issues?
    Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

    #2
    Wait... no Multiplayer Shootout game anymore?

    https://forums.unrealengine.com/show...-Feb-24th-2015

    Comment


      #3
      Originally posted by TheJamsh View Post
      Wait... no Multiplayer Shootout game anymore?

      https://forums.unrealengine.com/show...-Feb-24th-2015
      Livestream Double Feature

      The multiplayer twitch starts immediately after this one ends
      Twitch /unrealalexander| Twitter @UnrealAlexander
      How to report a bug? | Installation & Setup issues?
      Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

      Comment


        #4
        Oooh... It will be a looong night! (Time zone difference)
        SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
        Level design and prototyping for newbies

        Comment


          #5
          Yes! Finally something about this. This is going to be an epic night
          "sic parvis magna"
          @Meguido

          Comment


            #6
            Woohoo, I'm excited about this one, plus its a double header!
            W3 Studios

            Comment


              #7
              Originally posted by Devero View Post
              Woohoo, I'm excited about this one, plus its a double header!
              I like you. Haha.


              Context:
              I have created a reinforcement learning ai, both negative and positive reinforcements, and currently im faking it entirely and im not using Behavior trees at all or any part of the stock ai system in ue4, i made my own implementation in c++.

              Question:
              What would be a good starting point to converting to using the stock ai system using blueprints ?

              For example there are various rules i need to define and I'm not entirely sure what to do where, really.

              I was thinking using a Behavior tree for the main functionality since it has states / actions and rules to go between. But where would i describe my rules for reward or punishment for a transition (would i do it like normal rules are defined ?) what about rules that describe what the entity sees ?


              Maybe i just need to study ue4's ai more.


              Edit: Also I double DennisSoemers question below.
              Last edited by SaxonRah; 02-22-2015, 05:10 PM. Reason: context
              Youtube
              Machine Learning C++ Plugin
              Lindenmayer System C++ Plugin

              Comment


                #8
                Wooooo, can't wait, thanks Epic!
                Twitch: http://www.twitch.tv/CloDel_Studios
                Site: http://itsgatedgames.com - coming soon

                Comment


                  #9
                  Question: What would be the best way to guarantee to our C++ code that a certain Blackboard asset has a certain key (which may or may not have a value correctly set)?

                  My initial thought would be to create a subclass of UBlackboardData in C++, and somehow hardcode the keys that I want to be guaranteed to exist there, and then attempt casting to this subclass in parts of the code that depend on the guarantee. The problem with this is that as soon as I add a class that derives from UBlackboardData to my project, even without any other code, upon launching the editor crashes with an Assertion fail (more specifically: Assertion failed: !DelegateInstanceInterface->IsSameFunction(*InDelegateInstance) [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\core\public\delegates\DelegateSignatureImpl_Variadics.inl] [Line: 950])

                  Comment


                    #10
                    UPDATE! NEW TIME!


                    Click image for larger version

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                    FOILED! Daniel and I are both stuck due to inclement weather. The stream is being rescheduled to March 10th 2pm. We'll be on before the multiplayer stream. See you then!
                    Last edited by Alexander Paschall; 03-03-2015, 08:33 PM.
                    Twitch /unrealalexander| Twitter @UnrealAlexander
                    How to report a bug? | Installation & Setup issues?
                    Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

                    Comment


                      #11
                      Hi there,
                      So , if i understood , 3:30PM-5:00PM Multiplayer , 5PM ~6PM Behavior Trees ?
                      Last edited by ChrisTm; 03-02-2015, 10:32 AM.

                      Comment


                        #12
                        Originally posted by ChrisTm View Post
                        Hi there,
                        So , if i understood , 3:30PM-5:00PM Multiplayer , 5PM ~6PM Behavior Trees ?
                        Sorry, edited my post to say "before" not after.

                        It'll be 2:00 PM EST for behavior trees. I updated the countdown clock as well, so let me know if that helps.
                        Twitch /unrealalexander| Twitter @UnrealAlexander
                        How to report a bug? | Installation & Setup issues?
                        Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

                        Comment


                          #13
                          omg YUSSSS Please. take me, my body is ready.

                          Comment


                            #14
                            Originally posted by Alexander Paschall View Post
                            Sorry, edited my post to say "before" not after.

                            It'll be 2:00 PM EST for behavior trees. I updated the countdown clock as well, so let me know if that helps.
                            Thank you Alexander for sur that help

                            Comment


                              #15
                              Great, looking forward to this stream. Here are some questions.

                              1. Can you go over the settings for Observer Aborts with a few examples?
                              2. What is the correct way to control an animation from a behavior tree? Specifically I have a jump animation, the center time of the animation is root motion, but the beginning and end are not. Also, a movement nudge needs to be applied to the Actor jumping while in the root motion portion each tick so that the one animation can be used for a range of jump heights and distances.

                              Thank you

                              Comment

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