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Objective Waypoint System

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  • started a topic [RELEASED] Objective Waypoint System

    Objective Waypoint System

    Objective Waypoint System that finds the shortest path to the Objective Actor.

    Objective Waypoint System offers you two different modes.

    Spawn Mode:
    Spawn Mode lets you spawn Waypoint Actors from Character location to Objective Actor. You can define how many meshes to spawn and the distance between each mesh.

    Spline Mode:
    Spline Mode lets you draw a Spline from Character location to Objective Actor.

    Both Modes support constant update at given intervals as you move the character and the Waypoint System will always try to find the shortest path from Character to Objective Actor. You can also set the Waypoint System to specific Navigation Query Classes.

    Blueprints:
    *Waypoint Actor Component
    *Custom Enum to select between 2 Waypoint modes
    *Ability to find waypoint to world location from minimap
    *Objective Actor
    *Waypoint Actor

    Level:
    *Example Maze Level

    Textures:
    *Tileable Mask Texture

    Changelog v1.2
    * Added shortcut key for toggling Minimap (Default: E)
    * Added a text on HUD that shows how to activate the existing waypoint

    Changelog v1.3
    *Added multiplayer support out of the box
    *Objective Actor will now be set dynamically (if not assigned) in-game (See FindPathToActor in ThirdPersonCharacter Blueprint)
    *Renamed private functions with Internal_* prefix
    *Fixed incorrect rotation of some waypoints at corners
    *Fixed minimap path finding not working properly
    *Fixed incorrect objective marker position in non-native screen resolutions

    Changelog v1.4
    *ClientPathFind takes array as reference

    Purchase

    *Please Note. We will have minor price increments for future updates so purchase while the price is low.

    Objective Waypoint System v1.0 [Preview]


    Objective Waypoint System v1.1 [Update #2]
    Last edited by YetiTech Studios; 09-16-2019, 07:37 AM.

  • replied
    Please update this to Version 4.22 - I've purchased the asset and can't use it :/

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  • replied
    Hey please update your system to not use ThirdPersonCharacter, its a bit annoying having to refactor it

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  • replied
    Originally posted by EmpireLion View Post
    How hard would it be to add an auto run feature to this system? Similar to Black Desert Online. Player clicks on map or on objective and that starts the path which is then followed by the player's character following that path?
    It shouldn't be hard, one way of doing it, click on the map or an objective, swap your player controller with an AI controller and drive that AI controller to that specific location (AI Move To node).

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  • replied
    How hard would it be to add an auto run feature to this system? Similar to Black Desert Online. Player clicks on map or on objective and that starts the path which is then followed by the player's character following that path?

    Leave a comment:


  • replied
    Originally posted by monsieurgustav View Post

    Not entirely true, because "Internal_PathFinding_SpawnMode" cast the pawn to ThirdPersonCharacter.
    We have casted to ThirdPersonCharacter because that was just an example project. We are planning to make another update to replace those cast nodes with Event Dispatchers.
    Last edited by YetiTech Studios; 04-19-2018, 04:34 AM.

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  • replied
    Originally posted by YetiTech Studios View Post
    There is no need to copy over functions or parameters to your new character blueprint
    Not entirely true, because "Internal_PathFinding_SpawnMode" cast the pawn to ThirdPersonCharacter.

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  • replied
    Originally posted by DMHokie View Post
    Do you have any tips on implementing this on a custom character? If I already have a character set up, is there a quick way to copy over all the functions and needed parameters into my new character blueprint? As far as I can tell, I'm going to have to reset up a ton of the functions in my new character and wasn't sure if there was a simple way I was missing.
    There is no need to copy over functions or parameters to your new character blueprint, you simply add/remove the Objective Waypoint System component to your custom character. Inside your character blueprint assign your target actor to a function called FindPathToActor in Objective Waypoint System Component. If your target is not an actor but a location use FindPathToLocation in the Objective Waypoint System component. The marketplace package comes with a full example project, please feel free to check it out.

    Leave a comment:


  • replied
    Do you have any tips on implementing this on a custom character? If I already have a character set up, is there a quick way to copy over all the functions and needed parameters into my new character blueprint? As far as I can tell, I'm going to have to reset up a ton of the functions in my new character and wasn't sure if there was a simple way I was missing.

    Leave a comment:


  • replied
    Originally posted by MrKiser View Post
    Any tutorials available on how to use it?
    Apologies for the late reply, we have not been notified about this post since the new forum update. The Objective Waypoint System comes with an example project which shows you how to implement the system. Make sure you have one NavMesh in your level.

    Originally posted by Morphus1 View Post
    heya Yeti,

    Any tips for getting this up and running in VR?
    As long as you have one NavMesh in your level and provided a goal actor in your system it should work.

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  • replied
    Any tutorials available on how to use it?

    Leave a comment:


  • replied
    heya Yeti,

    Any tips for getting this up and running in VR?

    Leave a comment:


  • replied
    Originally posted by THINKTANK View Post
    Thanks Yeti, doesn't the way-point component require being attached to a character?
    Objective Waypoint System is a Component so you have to add it to an Actor based class. Since its a non-scene component you cannot attach to other scene components (like StaticMeshComponent, SkeletalMeshComponent etc.)

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  • replied
    Originally posted by YetiTech Studios View Post
    Objective Waypoint System always finds the shortest path possible. You can modify this system to support multiple waypoints (with different colors as you said).

    If I understand you correctly then I think you have several blocks (for example 10) with lots of entrances, lifts, escalators etc and you need to find the closest of everything for each block. If that's the case then you can add the WaypointComponent to your Block actor and each block can iterate through your required things (entrance, lift, escalator etc.) to find the closest path.
    Thanks Yeti, doesn't the way-point component require being attached to a character?

    Leave a comment:


  • replied
    Originally posted by THINKTANK View Post
    Hi, we like the look of this. we are trying to implement an information system for architectural use, for instance, lets say i have several blocks, each one representing a shop unit. I want to know the closest entrance, the closest lift, the closest escalator, the closest car park to that block.. I think this system will work for my needs correct? I just need to display the distance and possible 3/4 different coloured arrows to each of the possible variables. once i click on another block i get updated info / arrows... Therie is no pawn / character running about, it'll all be mouse hoovering over a mesh (not an actor if possible as i have hundreds!)
    Objective Waypoint System always finds the shortest path possible. You can modify this system to support multiple waypoints (with different colors as you said).

    If I understand you correctly then I think you have several blocks (for example 10) with lots of entrances, lifts, escalators etc and you need to find the closest of everything for each block. If that's the case then you can add the WaypointComponent to your Block actor and each block can iterate through your required things (entrance, lift, escalator etc.) to find the closest path.

    Leave a comment:

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