Unreal Engine AI Tutorial #3 - Mob AI Part One

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zoombapup

zoombapup

Күн бұрын

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@evilmanevil8
@evilmanevil8 8 жыл бұрын
Almost had it! Got a little lost on the Character blueprint having the 'Event Set Next Waypoint'. So I built that up, not sure I got the 'Set Value as Bool' right....GuardTargetWaypoint? Is that in your black board? I'm testing out my breaking and it always seems to stop at the Waypoint branch, as if the condition for the Interface Implementation is not right? Other then that great stuff!
@zoombapup
@zoombapup 8 жыл бұрын
If I remember right, the SetNextWaypoint was an event on the character blueprint that set the waypoint value into the blackboard. The idea being that as you pass through a waypoint, it can tell you which is the next one with SetNextWaypoint (the waypoint then can do some randomness in deciding which is the "next" one).
@CappBandit
@CappBandit 10 жыл бұрын
Would it be possible to have the character perform certain actions once they hit each waypoint? For example a costume animation? Also I is possible to alter the time that this character moves between points?
@zoombapup
@zoombapup 10 жыл бұрын
You can alter the movespeed value on the character to affect how quickly they move. You could definitely play an animation too, although you'd have to figure out the logic for when to play it (you could always add a playanimation node in the BT for its go to guard target and have the waypoint set into the blackboard which animation it wants to play).
@CappBandit
@CappBandit 10 жыл бұрын
zoombapup Thanks for you advice. I was also wondering if there was a way of making the character stay in the same position for a certain amount of time once he hits a waypoint?
@OperatorRazz
@OperatorRazz 10 жыл бұрын
For those having issues with the guard going to the next waypoint after reaching waypoint #1, bump up your collider's sphere radius a bit. I bumped mine up to 100. That did the trick for me. You may also want to mess with your collider's collision and make sure it doesn't block projectiles if you're designing a shooting game. Don't want hidden waypoints blocking bullets now, do we? ;P Hope this helps someone!
@zoombapup
@zoombapup 10 жыл бұрын
Thanks for that update RazGaming! I hope it does help others who are seeing issues :)
@codyw1730
@codyw1730 7 жыл бұрын
It's me again with another problem. In the way point script the branch fails. I set up the interface with one variable and two inputs, both actors, and when I did a print string from fail it printed. And if I set a breakpoint on the branch it goes back to the OnBeginOverlap.
@zoombapup
@zoombapup 7 жыл бұрын
Hmm, can't quite visualize what you've got. Can you post a screenshot link? not sure KZbin allows that.
@codyw1730
@codyw1730 7 жыл бұрын
The first is the waypoint bp - drive.google.com/open?id=0B2zeI47OJUpaUVF3eXRDQ0ZHZmM This one is my interface menu - drive.google.com/open?id=0B2zeI47OJUpaSVpuMGthQ2tDZjg And this is where you implement the interface - drive.google.com/open?id=0B2zeI47OJUpaSHdVcXl3cmROTEE I have three points all assigned with next waypoint in the details panel and the AI has the first one selected. And it does move to the first point but not the second.
@codyw1730
@codyw1730 7 жыл бұрын
Hi, I loved that you got back so quickly the first time but I need a solution to this issue. Once I figure out my AI I can start to design my levels and get on with it. Ive tried other waypoint AI systems but none have worked.
@zoombapup
@zoombapup 7 жыл бұрын
Hey Cody, sorry the youtube message system is impossible. I tried responding to your other message but it disappeared. You can use any waypoint system really with the basic guard setup. The waypoint system I setup in these videos is very rough so there are plenty of better methods of doing the same thing. Essentially they just have to have some actor that when you reach it can tell the guard to move to the next one. However you do that should work just fine. Just make sure you update the blackboard with the actor your moving to and it should work the same.
@codyw1730
@codyw1730 7 жыл бұрын
Due to the complexity of your AI using the black board and a behavior tree, using any other way-point system doesn't work. Some use arrays to set the next location(doesn't work because the guard target is a single actor), others use the AI Move To function(which doesn't work because the behavior tree is already doing that), if I use the AI Move To then I lose all other AI functions. Can you explain why you used an interface? It seems to be irrelevant and Im sure that's the only thing that isn't working.
@gamesmusic8112
@gamesmusic8112 7 жыл бұрын
The reason so many people are having trouble with this video is because you skipped the entire event section for your AI character. So you have a make literal string value node plugged into a set value as bool node, but what's in the string value isn't even readable.
@Aquanasia
@Aquanasia 10 жыл бұрын
For some reason my AI is not walking towards the 2nd Waypoint. It just stays idle at the first one. Any ideas why?
@zoombapup
@zoombapup 10 жыл бұрын
Hmm, my best guess is that you haven't set the next waypoint in the first one, so it doesn't know which one to set next. OR its got some issue with not getting the overlap event when you get to the first one. Can you put a breakpoint on the overlap event and see if it actually receives the overlap? If it doesn't, have a look at the collision settings for the sphere collider at the waypoint and the capsule collider on the character.
@Aquanasia
@Aquanasia 10 жыл бұрын
zoombapup I am still fairly new to UE4 and so I am not sure what you mean by breakpoints. As far as I know it is all set up correctly. However, I am building this system with a fresh AI (not re-using the guard AI you made in your previous videos) since all I need is an AI that randomly walks from point to point. Hmm, maybe I am missing something terribly obvious?
@geoffreysender7759
@geoffreysender7759 10 жыл бұрын
zoombapup I am running into the same problem. I did make sure to set the first waypoint to the next one. The one thing I seem to have missed was that "Event SetNextWaypoint" in the AIguard blueprint. It seems there's no such event name though so I'm unsure on how you made it... *What you forgot to mention was you need to go back to the AIGuard blueprint and add the TestWaypoint you made afterwards so that you could add that set of nodes you showed **9:00**, also to create the SET you need to click and drag the GuardTarget variable onto the blueprint and make it a SET*
@zoombapup
@zoombapup 10 жыл бұрын
Geoffrey Sender You need to implement the interface: its about 8:55 into the video for that part. Essentially you create a blueprintinterface that has that set next waypoint function. Then you implement that in the guard character. That will give you that node to implement on the guard.
@zoombapup
@zoombapup 10 жыл бұрын
Aquanasia If you press F9 when you have a blueprint node selected (one that has the execution pin arrows on it), it will stop running the blueprint at that point. Its useful to do that to make sure its actually calling your blueprint nodes to work. In your case, you might want to make sure that you have implemented the setnextwaypoint interface. Its described around 8:55 into the video.
@RaikoH6644
@RaikoH6644 10 жыл бұрын
You speak so slowwwwwwwwwwwly :D, but i like it :)
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