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

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    #16
    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".

    Steam Early Access: Drunk On Nectar - The Nature Simulator

    UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

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      #17
      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.
      Happy Coding!

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        #18
        [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!

        Steam Early Access: Drunk On Nectar - The Nature Simulator

        UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

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          #19
          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.

          Comment


            #20
            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.

            Steam Early Access: Drunk On Nectar - The Nature Simulator

            UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

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              #21
              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?

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                #22
                [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.

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                  #23
                  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

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                  Thanks
                  Any help is greatly appreciated
                  About Me

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                    #24
                    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.

                    Steam Early Access: Drunk On Nectar - The Nature Simulator

                    UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

                    Comment


                      #25
                      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.

                      Steam Early Access: Drunk On Nectar - The Nature Simulator

                      UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

                      Comment


                        #26
                        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.

                        Steam Early Access: Drunk On Nectar - The Nature Simulator

                        UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

                        Comment


                          #27
                          Originally posted by VSZ View Post
                          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.
                          Thank you for your prompt response.
                          I forgot to look in the detail panel on the actual map.

                          I was thinking the array was global and populated in code somewhere and then
                          the for each loop looked at all of the BP_NavigatorPawns and then
                          The isValid node somehow selected the right Pawn.
                          And I really wanted to know how that was even possible.

                          But now it is all clear. I understand what you did.
                          The array is set by the level designer in the editor and
                          The way you set it up anyone can change it in the editor.

                          Thanks again for sharing this project. It is really great work.
                          Last edited by Colorado; 04-02-2017, 03:48 PM.
                          About Me

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                            #28
                            love this! i have a problem with the 4.15 when i place a Don Navigation Manager in the level and build for windows 64 the game crash at begin ,
                            when i delete don nav from the level and build again it work perfectly, there are some fixes for that? thank you !

                            Comment


                              #29
                              Hey, just copying my answer from the other thread for the sake of completeness:

                              "Can you try out the latest Github version? It has bugfixes that haven't been submitted to the marketplace yet.

                              Binaries are included in the github version for your convenience in case you have a blueprint-only project."

                              ~~~

                              Originally posted by Colorado View Post
                              Thanks again for sharing this project. It is really great work.
                              Thanks Colorado, appreciate your kind words

                              Steam Early Access: Drunk On Nectar - The Nature Simulator

                              UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

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                                #30
                                v1.6 released on Marketplace!

                                An update was released earlier this week with several bugfixes!

                                Change log:-
                                1) Crash fix for "Infinite Manger" navigation mode.
                                2) Added #ifdef statements around certain platform specific includes for portability.
                                3) Downgraded certain error logs to warnings: Now you will no longer receive errors in the logs when your bot's pathfinding origin or destination was adjusted with an offset (this is done to make pathfinding viable in tricky spots). Previously this used to log an error but now it will simply show as a warning.

                                Hope this patch improves your experience of the plugin further

                                Steam Early Access: Drunk On Nectar - The Nature Simulator

                                UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

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