How to Use the Detour Crowd Manager in UE5 (5 Minute Guide)

  Рет қаралды 2,085

Lucian Tranc

Lucian Tranc

Күн бұрын

Пікірлер: 23
@Brook9302
@Brook9302 2 ай бұрын
Glad I found this great channel ! Btw can’t you derive your CustomController from ADetourCrowdAIController instead of AAIContorller ? This way it will automatically add the detour component.
@LucianTranc
@LucianTranc 2 ай бұрын
Hey thanks! This is a great point. I was thinking of including this in the video but I decided against it. The reason you can't do this is best explained in this video: kzbin.info/www/bejne/Y6OXgKCvp6t2aZI&ab_channel=GGameDev (Skip to 13:17). Essentially, ADetourCrowdAIController doesn't have the MinimalAPI UCLASS specifier, which makes it a private module class. This means that you can't access it from other modules in C++. The reason you can derive a blueprint from ADetourCrowdAIController is because its parent class (AAIController) has the Blueprintable UCLASS specifier. The Blueprintable specifier is inherited by child classes but from what I understand MinimalAPI isn't. This makes ADetourCrowdAIController only accessible in blueprints and not C++, which is the reason we need to derive ACustomController from AAIController, and then copy the ADetourCrowdAIController code. That was a bit of a mouthful but I hope that makes sense :)
@Brook9302
@Brook9302 2 ай бұрын
@@LucianTranc Thanks for the insight, that makes sense :)
@lmaowithastraightface
@lmaowithastraightface 6 ай бұрын
Damn dude, finally a guy who explains how it works in c++. Subscribed, please keep up the c++ tutorials which are not so common such as detour. I am working on a top down game where my survivor AI roam around the map to harvest resources, they get on top of eachother and this helps them to avoid eachother, so it doesnt even need to be a pack of meshes, always useful
@LucianTranc
@LucianTranc 6 ай бұрын
Hey, thanks for the nice comment! Good luck with your game!
@Razorhunter9
@Razorhunter9 4 ай бұрын
This is so underrated! Thank you for the info, exactly what I was looking for! So hard to find any good resources on the UCrowdFollowingComponent! Thank you again!
@LucianTranc
@LucianTranc 4 ай бұрын
Hey no problem, glad you found it useful :)
@Ertie
@Ertie 4 ай бұрын
Straight to the point, and explaining why. 💞
@farhadkarimi
@farhadkarimi 2 ай бұрын
THANK YOU
@leetness13
@leetness13 Ай бұрын
good quick tutorial thx
@ThourdTrevelDev
@ThourdTrevelDev 6 ай бұрын
Oh, thanks dude!
@lz4090
@lz4090 2 ай бұрын
Hi, can you make this a plugin in the marketplace? thanks
@TheMasterOfSafari
@TheMasterOfSafari 2 ай бұрын
Awesome tutorial, thanks! :)
@ferrioh
@ferrioh 2 ай бұрын
bro more tutorial please how to stop de crowds
@jayvincenttenedero5900
@jayvincenttenedero5900 19 күн бұрын
I know that this isn’t a tutorial video but I find it hard to understand follow the lesson. Great topic though
@realemptystudio
@realemptystudio 3 ай бұрын
When using detour my AI just won't move.
@LucianTranc
@LucianTranc 3 ай бұрын
Debugging your AI when using the Crowd Manager can be tricky. I've also come across a handful of bugs that I haven't found fixes for. It's hard for me to help you with such little information but I would just recommend trying to follow the video in a clean project and try to see if you can recreate the issue. If not, some possible things to check would be: 1. Is your nav mesh set up properly? (I've had issues where deleting and readding my nav mesh seemed to fix the problem). 2. Make sure your AI is using the character class. The Crowd Manager doesn't work by default with the pawn class, there are a few extra steps you would need to do to get the Crowd Manager working with a custom pawn. 3. Revert to the default avoidance config settings. Sometimes if you change certain values too much it can just break everything. Hopefully this helps.
@realemptystudio
@realemptystudio 3 ай бұрын
@@LucianTranc I'm using navigation invoker on my Player Character, Its using character class, and works normally with regular AI controller, AI perception is set on controller, as well as launch of black board. I can try the 3rd recommendation.
@LucianTranc
@LucianTranc 3 ай бұрын
​@@realemptystudio Correct me if I'm wrong but isn't the navigation invoker dynamically creating the nav mesh at runtime? There's a chance the Crowd Manager needs a pre built nav mesh to work. I found this old thread: forums.unrealengine.com/t/use-what-function-for-agent-navigation-when-using-crowd-manager-detour-avoidance-and-dynamic-navigation-mesh/324622 that might be of some help, but I have a feeling you might need to do some deeper digging to get the two systems to work together properly.
@realemptystudio
@realemptystudio 3 ай бұрын
@@LucianTranc Okay, so the fix in my case was Preffered Nav Data, it has to be abstract instead of non or recast. Btw I didn't build the C++, it bricked my project and didn't want to compile for some reason. I don't wanna mess with it if extra options from the class aren't too worth it
@LucianTranc
@LucianTranc 3 ай бұрын
@@realemptystudio Nice, glad you found a fix.
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