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    [SUPPORT] Animal Behavior Kit support thread

    Hi everyone,

    The Animal Behavior Kit has been released in the Marketplace! You can get it HERE.







    Description

    The Animal Behavior Kit comes with many behaviors to create a living ecosystem for your games.

    Ground animals have several roaming and engage (aggressive) behaviors. Animals search for food and water (Need System), look for mates (Breeding system), and can even go to a home location at night to rest (Day / Nigh Cycle). They can also die from hunger or thirst, or simply from getting old. They can form groups and act together against threats or simply run away. Ground animals can also be tamed and commanded by Players with a flexible Taming System!

    The kit comes with an AI Director that lets you easily setup events triggered by Players to create cut-scenes or show Players something specific. You can also use this to spawn bosses after certain conditions are met. The kit also comes with a fully-featured Population Control BP. This system allows you to specify a range of animals per species and the system will keep the population within the ranges by spawning more animals or killing animals. You can also use individual Animal Spawners to control when certain animals appear in your level.

    The kit also comes with birds and fish that can navigate solo or as groups. These animals are very light on performance and are meant to add life to your levels.

    All major systems are actor components, making the behaviors modular - combine any number of systems to create your customized AI!

    All functionality is multiplayer ready and the kit has a proximity system to disable animals that are far from the Players - allowing you to have hundreds (or thousands) of animals in your scene and keep performance high!


    Technical Details

    Roaming Behaviors - Idle, Random Location in NavMesh, Random Location in Bounds, Random WayPoint, Follow Path, Go to nearby POI, Go to Homebase

    Engage Behaviors - Flee, Hide, Defend, Attack


    Major systems Included:
    • Day/Night Cycle (Active / Rest behavior)
    • Taming System
    • Need System (Hunger / Thirst)
    • Custom Need System
    • Group Behavior
    • Breeding System
    • Grow Old
    • Natural Death
    • Spawn Loot
    • Full Population Control per species

    Number of core Blueprints: 74

    Network Replicated: Yes

    Supported Platforms: Win/Mac/Linux

    Documentation: See Tutorials

    Support: coquigamestudio@gmail.com/ Discord
    [WIP] Procedural City Generator
    [MARKETPLACE] Animal Behavior Kit | Space Shooter Template | Procedural Foliage Tool | Procedural Park
    [FREE] Modular Road Tool | Action Platformer Template | Radar BP | Free Birds
    Join our Discord

    #2
    Change log

    Update 1.1
    • Changed all internal tags to start with "abk_." This makes it easier to integrate with other MP assets that also use tags by reducing "tag collision"
    • Created a Tag Reference that lists all internal tags used by ABK
    • New Custom Events
      • All companion commands
      • Breeding events
      • Taking damage
    • Animal Spawner - now has new options to despawn animals when the Player ends the overlap on the trigger. This allows you to spawn and despawn animals at runtime easily
    • Fixed several reported bugs
    • UPDATE FILES: All.

    Update 1.2
    • [NEW] Decay System now fully tested and replicated
    • Natural Death is now compatible with Population Control
    • Predictive System now does a check before moving the animal based on a tag. Automatically avoids water
    • Added option to "Stop Movement" while attacking for additional flexibility
    • Food Spawner can now spawn food limited to a volume
    • Population Control - New Cull Options added. Now you can kill animals by age, engagement or even inactivity!
    • Population Control - Added support for multiple actors in the scene, each controlling their own populations. This makes it easy to control population in different "biomes" in your game
    • Behavior Defend got several enhancements and is now more consistent with Attack
    • New Custom Events added - Animal is Hiding, AI Director Reached Target, Day Cycle events, Movement Obstruction
    • DayNight Cycle - you can now pause all systems while the animal rests (like aging for example) (optional)
    • DayNight Cycle - you can now hide the mesh of ground animals while resting
    • Added option to stop movement when the Engage Animation plays, giving more flexibility
    • Animation Improvements - Added "CurrentAnimation" struct that lets you know which animation is currently playing, as well as other useful information. You can use this to add custom code per animation. Example - each attack animation does a different amount of damage
    • Animation Improvements - New animation type "Specific" allows you to add your own logic and pass the animation index to the BP. This effectively lets you control which animation plays based on game play logic! Example - Only play a certain animation if the animal is close to death
    • [NEW] Auto Group Manager - this new BP scans your scene and automatically creates groups for your animals based on species and specific parameters! This works in concert with Population Control to now allow your spawned animals to automatically form groups!
    • Separated the POIs for prey and predators, effectively letting your prey go to certain POIs, while predators go to another (no shared POIs)
    • [NEW] Obstacle Avoidance System added to ground animals. Now animals will modify their collision if they get stuck. Eventually they will teleport to their initial location if they get stuck for a long time. This prevents "kiting" exploits to your AI!
    • Over a dozen bug fixes and small enhancements!
    • UPDATE FILES: All.
    Update 1.2.1
    • BTT_Rest -> Add Valid check for HomeBase - this prevents an invalid reference
    • Add Home Base assignment per species on Population Spawner!
    • Improved Comp_DayCycle
    • Improved Comp_LookForMate
    • UPDATE FILES: BTT_Rest, BP_PopulationControl, BP_Comp_DayCycle, BP_Comp_LookForMate
    Update 1.2.2
    • Population Control - Added a check for no Home Bases. Now the BP won't try to assign it if empty (fixing a warning)
    • UPDATE FILES: BP_PopulationControl
    Update 1.2.3
    • Renamed BP_Struct_AnimalBase_AnimalDetail and BP_Struct_Population_SpeciesDetail to fix 2 packaging errors that were preventing a successful package
    • BP_AI_Director -> Added a check to make sure no warnings are displayed if the animal arrays are empty
    • UPDATE FILES: BP_Struct_AnimalBase_AnimalDetail, BP_Struct_Population_SpeciesDetail, BP_AI_Director
    Last edited by CoquiGames; 02-14-2019, 02:07 AM.
    [WIP] Procedural City Generator
    [MARKETPLACE] Animal Behavior Kit | Space Shooter Template | Procedural Foliage Tool | Procedural Park
    [FREE] Modular Road Tool | Action Platformer Template | Radar BP | Free Birds
    Join our Discord

    Comment


      #3
      Hi everyone,

      The 1.2 update is now LIVE! Please make sure you reopen your launcher and download the latest update!
      [WIP] Procedural City Generator
      [MARKETPLACE] Animal Behavior Kit | Space Shooter Template | Procedural Foliage Tool | Procedural Park
      [FREE] Modular Road Tool | Action Platformer Template | Radar BP | Free Birds
      Join our Discord

      Comment


        #4
        Hi !

        First congrats for the System, it's kind of complex and worth every penny. ! Now, My issue is that , after I followed the tutorial series up to video 4, I decided to implement that in my own project.
        So, I copyed all your folders into an folder called "Animal Behaviour" inside my project, and I just place an dimple Doe deer( prey) into my level ( set on debug / roam behavior), and nothing happened on play. The deer just sits still into Idle animation.
        On opening my project i got the errors from the attached pic

        Need to mention that my prj is an Motorcycle symulator, so my Pawn is a Vehicle Class Pawn ( and the reason that i use your sys is that I want Animals to jump on the road in front of the racer)

        What to do to activate the deers behavios in my Project

        thanks

        Attached Files

        Comment


          #5
          I have the same problem in my project. Help us please!

          Comment


            #6
            Originally posted by Chishabk View Post
            Hi !

            First congrats for the System, it's kind of complex and worth every penny. ! Now, My issue is that , after I followed the tutorial series up to video 4, I decided to implement that in my own project.
            So, I copyed all your folders into an folder called "Animal Behaviour" inside my project, and I just place an dimple Doe deer( prey) into my level ( set on debug / roam behavior), and nothing happened on play. The deer just sits still into Idle animation.
            On opening my project i got the errors from the attached pic

            Need to mention that my prj is an Motorcycle symulator, so my Pawn is a Vehicle Class Pawn ( and the reason that i use your sys is that I want Animals to jump on the road in front of the racer)

            What to do to activate the deers behavios in my Project

            thanks
            Hi Chishabk,

            Sorry you are having issues - please go to Edit - Editor Preferences and enable "Environment Query System" then restart your project. Also, add the tag "abkPlayer" to your player BP . I just posted an in-depth Migration Guide, so please take a look and follow along to make sure everything works on your project.


            Migration Guide


            Hope this helps!
            [WIP] Procedural City Generator
            [MARKETPLACE] Animal Behavior Kit | Space Shooter Template | Procedural Foliage Tool | Procedural Park
            [FREE] Modular Road Tool | Action Platformer Template | Radar BP | Free Birds
            Join our Discord

            Comment


              #7
              Originally posted by D.Lakes View Post
              I have the same problem in my project. Help us please!
              Hi D.Lakes,

              I just saw your comment on the MP page - glad everything is working now . I would still advice you take a look at my Migration Guide to make sure you set up everything correctly.

              Thanks!


              Migration Guide
              [WIP] Procedural City Generator
              [MARKETPLACE] Animal Behavior Kit | Space Shooter Template | Procedural Foliage Tool | Procedural Park
              [FREE] Modular Road Tool | Action Platformer Template | Radar BP | Free Birds
              Join our Discord

              Comment


                #8
                Hi Coqui!

                thanks for quick reply! That is support! I kind of miss this video , and i thought I've checked them all. In meantime, I solve it by myself by changeing my rider (wich is attached to the bike) collision type from Vehicle to Pawn . Now That I have this video, I will check it and do it properly
                thx again for fast reply

                Comment


                  #9
                  Originally posted by Chishabk View Post
                  Hi Coqui!

                  thanks for quick reply! That is support! I kind of miss this video , and i thought I've checked them all. In meantime, I solve it by myself by changeing my rider (wich is attached to the bike) collision type from Vehicle to Pawn . Now That I have this video, I will check it and do it properly
                  thx again for fast reply
                  You're welcome! Glad I could help
                  [WIP] Procedural City Generator
                  [MARKETPLACE] Animal Behavior Kit | Space Shooter Template | Procedural Foliage Tool | Procedural Park
                  [FREE] Modular Road Tool | Action Platformer Template | Radar BP | Free Birds
                  Join our Discord

                  Comment


                    #10
                    Hi! If I add 2-3 idle animations, the actor performs only the blendspace's idle animation. Why??? Can someone help me? tnx

                    Comment


                      #11
                      Originally posted by D.Lakes View Post
                      Hi! If I add 2-3 idle animations, the actor performs only the blendspace's idle animation. Why??? Can someone help me? tnx
                      Hi D.Lakes, even though we already fixed the problem via Discord, I wanted to reply here in case someone else has the same issue

                      If anyone is having this issue, make sure you verify you are adding the montage with the correct animations!
                      [WIP] Procedural City Generator
                      [MARKETPLACE] Animal Behavior Kit | Space Shooter Template | Procedural Foliage Tool | Procedural Park
                      [FREE] Modular Road Tool | Action Platformer Template | Radar BP | Free Birds
                      Join our Discord

                      Comment

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