Announcement

Collapse
No announcement yet.

DoN's 3D Pathfinding for Flying A.I. [Support Thread]

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by Koniferus View Post
    [MENTION=14603]VSZ[/MENTION] This is amazing! Seriously impressed with performance and functionality!
    Glad to hear

    Originally posted by Koniferus View Post
    [MENTION=14603]VSZ[/MENTION]Likely a stupid question, but I've turned off all of the debug options in the behavior tree and I'm still seeing the path-finding debug lines. Is there somewhere else that these need to be disabled?
    The Fly To node in the behavior tree is the only entity capable of generating debug lines (apart from any custom debugging nodes you may have copied over into the level blueprint).

    Does your BT have multiple Fly To nodes? Perhaps one of them still has its debug flags turned on.

    Leave a comment:


  • replied
    Originally posted by Colorado View Post
    I can't figure out how that array got populated.
    The array is Called "Tiggered Actors List" and it is a member of BP_DemoTrigger
    Hey, those trigger actors are from Epic's Content Examples project.

    To answer your question: The array is populated in the level, you need to click on a trigger actor in the world outliner and look at the array in the details panel to see which actors it is capable of influencing (via the Call Trigger Actor interface, which any such actors must implement). IsValid is not used for selection. It is just a normal validity check, no magic under the hood.

    Suggest checking out Epic's Content Examples project if you need more information.

    Leave a comment:


  • replied
    Originally posted by Rollocasual View Post
    PD: how can i set Ignored Classes istead actors on Navigator volume?
    That variable feeds directly into Unreal's Query Params for collision (FCollisionQueryParams) and that only supports ignoring actor and component instances rather than classes afaict.

    The Unreal workflow is to setup suitable collision presets in your project settings (with new object types if necessary) and then assign those presets to your primitive components (or even mesh assets with the new default collision preset feature) as needed.

    Leave a comment:


  • replied
    Where does this Array get set, and What exactly does this Is Valid node do?

    This is a great project. Thank you for sharing this.
    There is enough here that I can get this to do what I need,
    but I really would like to understand the way the design pattern set up.
    It is handles collision and object selection in a way I haven't used before.
    There are a few layers of abstraction and I can't figure out how the Triggers are activating the right bots.

    I can't find where this array of objects has it's values set.
    I looked in the construction scripts and Level BluePrint andd in the DonNavigationManager.h, or DonNavigationCommon.h
    I can't figure out how that array got populated.
    The array is Called "Tiggered Actors List" and it is a member of BP_DemoTrigger
    Also I don't really understand how the "Is Valid" node ends up selecting the right navigator pawn to move around.
    I see that it does, but I would like to know why an Is Valid node was used instead of testing for a string that matches or another way to determine which object was bumped into.

    Click image for larger version

Name:	Tiggered_Actors_List_Array.jpg
Views:	1
Size:	61.2 KB
ID:	1125902

    Thanks
    Any help is greatly appreciated

    Leave a comment:


  • replied
    [MENTION=14603]VSZ[/MENTION] This is amazing! Seriously impressed with performance and functionality!

    Likely a stupid question, but I've turned off all of the debug options in the behavior tree and I'm still seeing the path-finding debug lines. Is there somewhere else that these need to be disabled?

    Last edited by Koniferus; 03-31-2017, 08:30 PM.

    Leave a comment:


  • replied
    Editor Crashes when custom actor are inside Navigator volume....

    I set my fliying IA and Patrol Points on ignore actors on Navigator volume and now works fine.

    Thanks for your time and patience , i will be testing more.

    PD: how can i set Ignored Classes istead actors on Navigator volume?

    Leave a comment:


  • replied
    Originally posted by Rollocasual View Post
    i have good positioned Don navigator and nav mesh.....
    Are you sure? The first log indicates otherwise. Can you post a pic with the origin, destination and navigation manager in it? Btw this system does not use Unreal's Nav Mesh. DoN's navigation manager (with its bounds correctly configured) is sufficient.

    The second message is (mostly) innocuous. I should downgrade it from an error to a warning in the next patch. The message is telling you that the system made some adjustments to your pawn's starting/ending position to facilitate pathfinding. Usually that should not cause any other issues.

    Leave a comment:


  • replied
    DoNNavigationLog:Error: Destination X=2989.908 Y=539.598 Z=-86.885 is outside world bounds. Please clamp your destination within the navigable world or expand world size under settings if necessary.

    i have good positioned Don navigator and nav mesh.....

    And now this : DoNNavigationLog:Error: Pawn's initial position overlaps an obstacle. Pathfinding will not work from here, pawn needs to move to a nearby free spot first.
    [2017.03.31-11.59.04:800][908]DoNNavigationLog:Warning: Substitute Origin or Destination (X=1000.000 Y=0.000 Z=0.000 offset) is being used for pawn to overcome initial overlap. (Can be disabled in QueryParams)
    Last edited by Rollocasual; 03-31-2017, 08:01 AM.

    Leave a comment:


  • replied
    [MENTION=2089]FacePalm.exe[/MENTION] - Great! Thank you so much

    I still haven't submitted the latest bugfixes to the marketplace so I'll certainly incorporate these into the next patch!

    Leave a comment:


  • replied
    Issue compiling for other platforms.

    Hey there,

    Just wanted to quickly report a code issue:

    In DonNavigationCommon.h you have the following include:

    Code:
        #include "AllowWindowsPlatformTypes.h"
    However this fails to compile on other platforms (Specifically XBONE for me) as that header does not exist on the platform.
    So I've changed it to the following:

    Code:
        #if PLATFORM_WINDOWS
        #include "AllowWindowsPlatformTypes.h"
        #elif PLATFORM_XBOXONE
        #include "XboxOneAllowPlatformTypes.h"
        #endif
    And I've also changed the other #ifdef from _WIN32 to:
    Code:
       #if PLATFORM_WINDOWS || PLATFORM_XBOXONE
    (for consistency)

    Hope that makes sense.

    Leave a comment:


  • replied
    Originally posted by Rollocasual View Post
    But ,event add movement input custom dont fire:
    Hey, are you seeing any message in the Output Logs?

    Two possibilities:
    1) Pathfinding did not succeed (Logs will tell you why)
    2) You're not implementing the custom interface "Don Navigator" for your pawn. It is fully optional though. If you don't implement it the system will call Unreal's default "Add Movement Input".

    Leave a comment:


  • replied
    Sorry but i dont understand why, is not working for me :

    Fly to Node is firing
    Click image for larger version

Name:	tree.png
Views:	1
Size:	448.1 KB
ID:	1125764

    But ,event add movement input custom dont fire:

    Click image for larger version

Name:	volad.png
Views:	1
Size:	473.8 KB
ID:	1125766

    am i doing something bad or missed?

    Leave a comment:


  • replied
    [MENTION=16144]Koniferus[/MENTION] Yay! Happy to hear that

    Leave a comment:


  • replied
    [MENTION=14603]VSZ[/MENTION]

    We're officially at the "Smooth Sailing" part! I ended up having to remove everything from my level and then add everything back. I feel like it was the voxelfarm mesh that was causing issues.

    Now that it's working, its amazing! The AI follows me through tunnels and is highly impressive! Thank you for all of the troubleshooting and for giving this to everyone for free!

    Leave a comment:


  • replied
    Originally posted by Rollocasual View Post
    Hi , i dont know what i should to do on this step to implement only on blueprint : Can someone help me step by step please ? Thanks for your time

    You need to implement whatever flying movement/locomotion your bot needs for it travel to the goal. To achieve this, Implement AddMovementInput (provided by UnrealEngine, also has a default implementation for Pawn/Character classes) or AddMovementInput_Custom (a custom interface provided by this plugin named IDonNavigator) to guide your bot along the direction passed to you. The plugin will find the shortest path to a destination of your choice and then allows you to guide your bot along that path by implementing any aerial locomotion of your choice.
    Hey, Unreal already provides a default implementation for Pawn/Character (I'm talking about "AddMovementInput") so you only need to exert additional effort if you need custom locomotion or if you're not happy with results on the default setup (a common example: you want more control over how the bot turns to face its next goal point, etc, etc).

    [MENTION=16144]Koniferus[/MENTION] - now that I think about it what [MENTION=41413]Rollocasual[/MENTION] said could be applicable for you too. If your fairy is faithfully turning towards the goal but not moving, it's usually an indication that AddMovementInput (which typically handles A.I. locomotion) is not performing the locomotion correctly. Hope you managed to get your setup working btw. Initial setup is often tricky to get right but once you get past that point it should be smooth sailing from there.

    PS: Am I the only new seeing a totally new forum layout? This one is so confusing to navigate :S

    Leave a comment:

Working...
X