Let's Build the RPG! - 49 – AI Jumping Without Smart Nav Links + Common AI Navigation Issues

Let's Build the RPG! - 49 – AI Jumping Without Smart Nav Links + Common AI Navigation Issues

NumenBrothers

1 год назад

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@volbeatowns
@volbeatowns - 31.12.2022 15:05

I love these so much!!!!! <3 keep it up!

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@townler
@townler - 12.02.2023 11:27

This helps me so much getting my head around AI! Thanks a lot!

For the AI losing line of sight problem: In the last episode you are setting a timer by function to clear the line of sight. You do this in a way as if the OnTargetPerceptionUpdate will fire every x seconds if it has line of sight, but actually it only fires once if the player reaches line of sight and another time when it loses line of sight (with SuccessfullySensed = false) So if the player stays within line of sight, the ClearSensedTarget function will fire after 4 seconds because the ClearTimerByFunction will only fire once at the very beginning of our OnTargetPerceptionUpdate.

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@emka9811
@emka9811 - 13.04.2023 17:31

I would like to see a tut where npcs use ladders and predefined paths (roads) when navigating

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@PsyCoCinematics
@PsyCoCinematics - 25.05.2023 11:15

I just wanted to say this tutorial was great! Explained both what you were aiming to do and why doing each step would help you reach that conclusion while keeping a perfect pace.

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@johnremp3470
@johnremp3470 - 05.06.2023 10:33

Great episode, im really speeding through these. Im loving working on AI.

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@ashensamurai8072
@ashensamurai8072 - 23.06.2023 06:04

there is setting on the AI perception sight configuration called Age, just set this number to a value in seconds, this will prevent AI to lose sight of the perceived target for the age duration.

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@NikomaGrob
@NikomaGrob - 29.01.2024 09:44

I keep running into the problem: Blueprint Runtime Error: "Accessed None trying to read property AIControllerReference". Node: Cast To Actor Graph: JumpAndMovementCheck Function: Jump and Movement Check Blueprint: BP_Human_Enemy_AdvAI

No idea why, i am following everything so closely but I can't seem to figure this out. I can't find anything on the Jump and Movement check function when it calls to actor.

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