Announcement

Collapse
No announcement yet.

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

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

    Hi VSZ ,
    first of all thanks to bring us this amazing plugin, it's awesome.
    I used for some tests on 4.18 and it work perfectly, but yesterday i try it on 4.20 and now if a pawn exit from the nav bound and call the FlyTo node in the Behaviour Tree the editor crash with this exception:
    Access violation - code c0000005 (first/second chance not available) There is something i can do for fix it? Thanks
    Last edited by Reaver47; 10-18-2018, 05:47 AM.

    Comment


      Thank you so much for sharing this with everyone
      SolidGasGames

      Comment


        Does anybody have a copy of the 4.18 plugin? It seems to have been taken off of the marketplace, and this is the version Im working on

        Comment


          Prior versions were removed as they wanted me to resubmit older versions with some changes and I didn't have much time for that. Upon your request I've uploaded the 4.18 plugin here though.

          Some quick thoughts on a related topic:

          ~ Plugin Dev Status / Forum Absence / Emails / etc ~
          I've been absent from this thread for a while and also haven't replied to a large number of emails on this plugin for a while so wanted to quickly address that:

          It's been very busy times for me managing my game Drunk On Nectar on Steam. As a single developer of a game with an unusually broad scope (this plugin is just one of literally hundreds of such systems in the game ), there is very little bandwidth for correspondence related to this free plugin. The volume of support requests (primarily email) has also grown enormously over time. As the source code is publicly available along with a large body of past forum replies (including this older thread), my hope is that users have some viable starting point for investigating issues or concerns on their own.

          It's also going to be 3 years since the plugin was released come next year and obviously at some point I'll need to move on

          I will continue updating new engine versions on the marketplace though I will most likely not be able to answer correspondence on the forums or on email. My apologies for that.

          ~

          The plugin is currently being to use to enact the Mating & Reproduction of some lovely Monarch Butterflies, so I must get back to that now

          Here's what I've been busy with!



          See more here!
          https://store.steampowered.com/app/5...ure_Simulator/

          Last edited by VSZ; 11-27-2018, 01:36 PM.

          Steam Early Access: Drunk On Nectar - The Nature Simulator

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

          Comment


            Awesome plugin. Thank you for sharing it!

            One question, how can we know if a Schedule Pathfinding Task has failed/been aborted?
            Last edited by Cucharón; 01-19-2019, 08:53 AM.

            Comment


              Awesome plugin! I think you should apply for the Unreal dev grant

              Originally posted by Cucharón View Post
              Awesome plugin. Thank you for sharing it!

              One question, how can we know if a Schedule Pathfinding Task has failed/been aborted?
              You can implement custom task that calls ShedulePathfindingTask from DonNavigator instance or use those FlyTo flip flop keys in BT.
              Problem is that as far as I've experimented none of these seem to notify when target location is invalid. Instead there's massive cpu spike and then error in log, would love to know how to prevent this and get task fail instead.

              Comment


                Originally posted by laggyluk View Post
                Awesome plugin! I think you should apply for the Unreal dev grant


                You can implement custom task that calls ShedulePathfindingTask from DonNavigator instance or use those FlyTo flip flop keys in BT.
                Problem is that as far as I've experimented none of these seem to notify when target location is invalid. Instead there's massive cpu spike and then error in log, would love to know how to prevent this and get task fail instead.
                That's why I asked if there is a way to know it o.O

                Comment


                  Originally posted by Cucharón View Post

                  That's why I asked if there is a way to know it o.O
                  Yeah but it seems that when target location is inside collision it's different "state" than when path simply doesn't exist :P

                  Comment


                    I cannot get this to work I have two goals the same flying actor the navigation manager in my project and everything the helicopter just stays put.

                    Comment


                      Hi DoN,
                      Thank you for making this plug in! I just started using it for some drones and eventually more, but as UE4.22 just released, I'm unable to develop further. Do you have plans to support UE4.22? Thanks!
                      Last edited by Oolahk; 04-14-2019, 08:56 PM.

                      Comment


                        How exactly do you add the add movement on input event to your ai? Is it just a custom event? If so, how do I set the "Fly to" node to call my custom event. I have my behavior tree set up, but without the event behind the movement I cant take it any further. Any help would be appreciated. Thanks!

                        Comment


                          Thanks, I had to look into blueprint interfaces, and add the actual "Don Navigator" interface to my blueprint under "Class Settings". I am now further along, and my flying ai will turn towards its path, but refuse to go anywhere. I believe it's colliding with itself somehow, because it shows a red box around it but everything looks similar to the sample project. It is in open space away from any other objects/trigger volumes. Hopefully I can find the solution to this as well, but any ideas would be appreciated. Thanks again!

                          Comment


                            Originally posted by Angius View Post
                            So, the plugin suddenly started making problems. Haven't changed anything about the nav, as I've been dealing with level design recently. And yet – what used to work, now crashes the engine.
                             
                            Spoiler

                            I've dealt with access violation once before, it was due to the pawn being out of the nav volume bounds. It is not the case this time, I made double-sure of that.

                            UE 4.20.2, Blueprint project
                            Relevant screenshots: https://imgur.com/gallery/PEV3uwx

                            I also posted it as issue on Github repo and included stack trace there. If any more testing or logs are needed, just tell me what I need to do.
                            Have you ever gotten that to work I have the exact same error

                            Comment


                              Originally posted by JanStapler View Post

                              Have you ever gotten that to work I have the exact same error
                              Hey JanStapler and Angius ,

                              I tried this awesome Plugin today. I had the exact same errors as soon as I put in my own level and couldn't figure it out. I then opened the sample project and migrated his bot over to my project, changed a few things to satisfy a goal, and it still wouldn't work. I then thought my level was too large, so I made a default level from file new level, with a little floor. I put DonManager into the scene, and sized it using the X, Y, and Z properties in the Manger, NOT the transform (scale). The bot went right up to a goal with no issue.

                              I then went back into my other level, deleted DonManager, placed a new one back in, sized it using the X, Y, and Z properties of the DonManager and not the transform (scale). This worked. I now have flying AI without issue. Since my error is the same as yours, I'll bet you also used the transform scale tool to enlarge the area. This is where I went wrong.

                              I did not do what the author suggested in his instructional video, which IS to use the X, Y, and Z grid size properties within the DonManager to edit the size of the volume.

                              edit: I also got an error (same error) when the AI went out of the bounds of the DonManager.



                              Please let me know how that works out for you.

                              -Erol
                              Last edited by erol_demirci; 11-22-2019, 12:23 PM.

                              Comment


                                About to start this on 4.22 anything I should know besides the previous comment to get this working properly is the initial release video by op still the best to go by for a tutorial?

                                Comment

                                Working...
                                X