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    Ive try many way to replicate it... i cant do it i dont understand what to replicate, theres so much task and everything.. ive try many way but im lost. Those bird are laggy when running on dedicated server.. i only want them to be smooth flying...
    Last edited by demonz85; 03-09-2019, 01:45 AM.

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      This appears to be a "Create Project" as opposed to the normal "Add to Project" asset. What's the best way to get all assets imported and working into an existing project?

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        Birds is not yet setup for multiplayer. it is on the list for future updates.

        And to add Birds to your project just copy the Birds folder (\Documents\Unreal Projects\Birds\Content) to your games content folder.

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          I see there's been an update - can you describe the changes please?

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            Originally posted by CopperStoneSea View Post
            I see there's been an update - can you describe the changes please?
            There is now a pigeon character. Not sure if there are other changes.

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              New in Birds v3.0:
              A new Bird Has been added- Pigeon.
              In v3.0 the Birds no longer use Tick, this comes with a significant performance boost.

              We are now in a full AI Controller and Behavior Tree environment. The Birds will keep track of all Enemy Actors in their Perception range. If an Enemy gets too close the Birds will run then fly away. In the air they will fly to random Sky Targets. After flying for a while they will either return to the ground or perch on a Perching Target. Both Perching and Flying can be enabled or disabled on a per Bird Basis depending on your desired behavior.
              Last edited by Living Systems; 05-13-2019, 07:14 PM.

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                I'm having trouble getting v3.0 working. Could you walk me through this?
                In trying to put together a super basic setup in a new level I can't get the birds to fly away when approached by the player.
                Here's what I did:
                1) Create a new level
                2) Drop 1 crow, 1 ground target, 1 perch target, and 1 sky target into the level
                3) Drop a ShootingThirdPersonCharacter into the level and set auto possessed by player 0 (verified has `BirdEnemy` tag)
                4) Run and approach the crow
                Expected: Crow to fly away
                Actual: Crow doesn't react

                What I discovered during a couple hours of trial and error while trying to whittle away the example level to the point where the birds change from reacting to not reacting was that the landscape seems to play a role for some reason. And the original landscape for that matter. When I remove the original landscape and create a new landscape and set the the player and bird on the new landscape, the bird no longer reacts to the player. So I don't know how to process this. Any suggestions?

                If it helps at all, if I tinker with the Bird_AI_Controller and change in the `Begin Level Flying` block the SetMovement node's NewMovementMode to `Walking` instead of `Flying`, the crow starts reacting to the player, with a funny looking animation of-course.

                Any help with this would be greatly appreciated. I'm running UE 4.22.1 BTW.

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                  I'm guessing the fix for your issue is that you need to build navigation with a nav-mesh volume in place. however you should also have more than one of each target.

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                    So I added another set of each targets, dropped in a nav mesh bounds, and built navigation. Unfortunately it doesn't seem like that changes anything. I've attached a video here showing my situation. Hopefully something stands out as I'm sure I'm doing something wrong here. I just don't know what.

                    https://youtu.be/yBvF0COuveU

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                      In that example you are working with everything way too close together. Try making the ground at least 30 times that size and build navigation.
                      To explain, one example is when the Bird is flying, they fly to a random Sky Target and when they get within 2000 Unreal units of the Sky Target, they switch to a new Sky Target. In your setup the bird is always within 2000 units of all the Sky Targets. Same issue with the Ground Targets. spread everything out, see if that helps, let me know.
                      If a NavMesh is in place- these Birds should work with any landscape or Geo you put them on.
                      Also if the bird is set to begin the level flying- put them up in the air. in your example the bird start flying but then instantly collides with the ground and switches back to walking.
                      Last edited by Living Systems; 05-15-2019, 02:38 PM.

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                        That's exactly it! My bird was checked for `Begin Level Flying?` and placed on the ground. When I switch to `Begin Level Perched ?` it works perfectly. Or leave it checked and bring him up a little, either way it works. Thank you!

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                          I'm so happy to see Birds being used in such beautiful projects, Here are a few examples from Maverick.





                          Fantastic work all around.

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                            wow, beuatiful ! I really love your birds at all.
                            Only thing thas doesnt look really good to me are starting landing process animations. they dont look real to me. Are you thinking on improving this in any future release ?
                            kind regards
                            stucki
                            www.ofpawnsandkings.de

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                              Hi, This assset looks winderful and im really interested into it . I do have 2 questions about it tho.

                              1) Is it easy to add your own model and animations to this asset ? (adding a sparrow for example)
                              2) Is it possible to get different targets for different species ? Like, sky/perch target for piegons could be made different than sky/perch target for gulls ?

                              Thanks

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