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GameRequests
United States
เข้าร่วมเมื่อ 14 พ.ค. 2023
Team specialized in game development, networking, animation, AI behavior and general programming. Level and project optimization and architecture. scalable solutions.
Flex Patrol - Waypoints and Paths | Unreal Engine 5
Unreal Fab Link: www.fab.com/listings/41509c94-26c1-43d8-b21e-130fb0389ce4
Demo: drive.google.com/file/d/1LheNmE0xBhfkKzYKXibq2OPjWEyeEhgK/view?usp=sharing
FlexPatrol is a powerful yet easy-to-use patrol and behavior system for Unreal Engine, designed to help you create dynamic NPC movement and interactions. Whether you’re working on AI patrol paths or complex in-game behaviors, FlexPatrol makes the process fast, flexible, and efficient.
Features:
- Flexible Patrol System: Easily create patrol routes using points, circles, boxes, or spline-defined zones.
- Dynamic Action System: Assign specific actions for NPCs during movement or upon reaching patrol zones.
- Full Blueprint Support: Implement complex patrol behaviors using Blueprints, no C++ knowledge required.
- Performance Optimized: Designed to handle multiple NPCs without sacrificing performance.
- Patrol Variability: Supports linear, looped, and randomized patrols, giving flexibility in NPC movement patterns.
- Customizable Zones: Define unique behaviors for different zone types and control the patrol logic through an easy-to-use interface.
Documentation: docs.google.com/document/d/1RYQyfj7YduRKa9FOBKmdqmhCwaTb_bs0iUwdCf9lsiI/edit?tab=t.0#heading=h.2s8nc13a43pu
#gaming #multiplayer #unrealengine #openworld #survival #videogames #mmo #gamedev #npc #firstperson #thirdperson #ue5 #indiegamedev #behaviour #ai
Demo: drive.google.com/file/d/1LheNmE0xBhfkKzYKXibq2OPjWEyeEhgK/view?usp=sharing
FlexPatrol is a powerful yet easy-to-use patrol and behavior system for Unreal Engine, designed to help you create dynamic NPC movement and interactions. Whether you’re working on AI patrol paths or complex in-game behaviors, FlexPatrol makes the process fast, flexible, and efficient.
Features:
- Flexible Patrol System: Easily create patrol routes using points, circles, boxes, or spline-defined zones.
- Dynamic Action System: Assign specific actions for NPCs during movement or upon reaching patrol zones.
- Full Blueprint Support: Implement complex patrol behaviors using Blueprints, no C++ knowledge required.
- Performance Optimized: Designed to handle multiple NPCs without sacrificing performance.
- Patrol Variability: Supports linear, looped, and randomized patrols, giving flexibility in NPC movement patterns.
- Customizable Zones: Define unique behaviors for different zone types and control the patrol logic through an easy-to-use interface.
Documentation: docs.google.com/document/d/1RYQyfj7YduRKa9FOBKmdqmhCwaTb_bs0iUwdCf9lsiI/edit?tab=t.0#heading=h.2s8nc13a43pu
#gaming #multiplayer #unrealengine #openworld #survival #videogames #mmo #gamedev #npc #firstperson #thirdperson #ue5 #indiegamedev #behaviour #ai
มุมมอง: 402
วีดีโอ
Natural Behavior - Context Steering Based Movement Patterns | Unreal Engine 5
มุมมอง 2.1Kหลายเดือนก่อน
Third Asset from "Natural" Series. Choose from a variety of customizable movement behaviors to enhance your character's behavior. This asset has a high emphasis on combat oriented behaviors that can be found in many action games but also offers roaming support to enhance non combat situations. Features: - Plug&Play - Game Ready Behaviors - Independent from Behavior Trees - Behavior Specific Par...
Natural Impacts - Damage Based Game Feedback | Unreal Engine 5
มุมมอง 9K2 หลายเดือนก่อน
Marketplace Link: www.unrealengine.com/marketplace/en-US/product/5477fc9b483f40f6948ba0661a85a37d Get it now with a limited 30% Discount. Give your actors impressive impact effects by simply adding a component and utilizing UE's Default Damage Events. Second product of the "Natural" Line. Integrable with "Natural Movement" Asset. Features: - Plug&Play (Only requires to add UE's Damage Events) -...
Game optimization with FlexPartition v1.5 | Unreal Engine 5
มุมมอง 3.6K3 หลายเดือนก่อน
Unreal Fab Link: www.fab.com/listings/3b4f58e3-30eb-46f9-88b7-1a02b7bf1ac2 Demo Project: drive.google.com/file/d/16KM1yLuN-STEQEMhbHtH8vqCePPSigyS/view Powerful. High-performance. Easy-to-use. Optimize your game project with a solid system based on spatial grids. Flex Partition's core technology enables your game to dynamically load and unload actors based on player location (A World Partition ...
Natural Movement - AI Smoothing v.1.2 | Unreal Engine 5
มุมมอง 11K3 หลายเดือนก่อน
Usage in GASP, ALS, Lyra, Epic's Chaos Vehicles, and custom projects. Showcase product, 30% off for a limited period of time. Marketplace Link: www.unrealengine.com/marketplace/en-US/product/369f413e74e44f2dbd473e74e4825105 In this video we showcase integration of "Natural Movement" with several and different projects. Special Thanks to Tobias from Cromlech Studio for sharing their footage. The...
Natural Movement - AI Smoothing Asset | Unreal Engine 5
มุมมอง 5K3 หลายเดือนก่อน
Marketplace Link: www.unrealengine.com/marketplace/en-US/product/369f413e74e44f2dbd473e74e4825105 The shortest path isn't always the best. With this Plug & Play component, give your agent's movements a more natural pace, avoiding the robotic motions of default pathfinding. Features: - Smooth & Stylize Default Nav Path - Plug&Play - Various Customization Settings - Non Destructive (Additive to D...
AutoLock - Player Controlled Actors Targeting Assist | Unreal Engine 5 ALS
มุมมอง 4754 หลายเดือนก่อน
Usage of this asset on player controlled actors. Using ALS Free project as testing purposes. Marketplace Link: www.unrealengine.com/marketplace/en-US/product/autolock-advanced-targeting-system AutoLock is an advanced target selection system built to work seamlessly with Unreal's AI Perception system, making any actor (even player-controlled ones) aware of its surroundings and allowing it to pic...
AutoLock - Advanced Targeting System | Unreal Engine 5
มุมมอง 7284 หลายเดือนก่อน
Marketplace Link: www.unrealengine.com/marketplace/en-US/product/autolock-advanced-targeting-system AutoLock is an advanced target selection system built to work seamlessly with Unreal's AI Perception system, making any actor (even player-controlled ones) aware of its surroundings and allowing it to pick detected actors using a powerful filter and scoring system. Features: - Plug & Play - Affil...
FlexPartition - Started Tutorial | Unreal Engine 5
มุมมอง 4925 หลายเดือนก่อน
Unreal Fab Link: www.fab.com/listings/3b4f58e3-30eb-46f9-88b7-1a02b7bf1ac2 Demo Project: drive.google.com/file/d/16KM1yLuN-STEQEMhbHtH8vqCePPSigyS/view Flex Partition's core technology enables your game to dynamically load and unload actors based on player location (A World Partition for objects created in runtime). Ideal for open-world adventures, top-down games, detailed simulation environmen...
Game optimization with FlexPartition v1.0 | Unreal Engine 5
มุมมอง 2.7K7 หลายเดือนก่อน
Update v1.5: th-cam.com/video/4s-PvTxE6cY/w-d-xo.html Unreal Fab Link: www.fab.com/listings/3b4f58e3-30eb-46f9-88b7-1a02b7bf1ac2 Demo Project: drive.google.com/file/d/16KM1yLuN-STEQEMhbHtH8vqCePPSigyS/view Powerful. High-performance. Easy-to-use. Optimize your game project with a solid system based on spatial grids. Flex Partition's core technology enables your game to dynamically load and unlo...
NPC Battle - Ogre Vs Zombies | UE5 Dynamic Templates
มุมมอง 2898 หลายเดือนก่อน
Preview Fight between templates using Dynamic Templates Asset: Zombies Template to be included as an extension pack. Dynamic Templates is an asset aimed to solve complex areas in AI Design, from perception and targetting selection, to Behavior and animations syncro. Encapsulated, Replicated and Customizable. Assets Used: Stats Manager: Plugin to be realeased... Behavior Anim Programming: Dynami...
NPC Battle - Ogre Band Vs Dragon | UE5 Dynamic Templates
มุมมอง 3518 หลายเดือนก่อน
Preview Fight between templates using Dynamic Templates Asset: Dragon Template to be included as an extension pack. Dynamic Templates is an asset aimed to solve complex areas in AI Design, from perception and targetting selection, to Behavior and animations syncro. Encapsulated, Replicated and Customizable. Assets Used: Stats Manager: Plugin to be realeased... Behavior Anim Programming: Dynamic...
NPC Battle - Dragon Vs Dragon | UE5 Dynamic Templates
มุมมอง 3068 หลายเดือนก่อน
Preview Fight between templates using Dynamic Templates Asset: Dragon Template to be included as an extension pack. Dynamic Templates is an asset aimed to solve complex areas in AI Design, from perception and targetting selection, to Behavior and animations syncro. Encapsulated, Replicated and Customizable. discord.gg/2PdkWZhJYd Assets Used: Stats Manager: Plugin to be realeased... Behavior Ani...
Dynamic Templates - v1.0.0 | Motion And Behavior Integration
มุมมอง 407ปีที่แล้ว
Unreal Marketplace: www.unrealengine.com/marketplace/en-US/product/dynamic-templates-ai-animation Designed to work in networked environments, Dynamic Templates is a toolkit made 100% in blueprints that will allow you to setup and manage complex areas related to AI and Character Animation. This plugin also offers easy setup of character by using our provided templates. Useful in most 3D Games, A...
Dynamic Templates - v1.0.0 | Behavior Features
มุมมอง 621ปีที่แล้ว
Unreal Marketplace: www.unrealengine.com/marketplace/en-US/product/dynamic-templates-ai-animation Designed to work in networked environments, Dynamic Templates is a toolkit made 100% in blueprints that will allow you to setup and manage complex areas related to AI and Character Animation. This plugin also offers easy setup of character by using our provided templates. Useful in most 3D Games, A...
Dynamic Templates - v1.0.0 | Animation Features
มุมมอง 688ปีที่แล้ว
Dynamic Templates - v1.0.0 | Animation Features
World Spawner - Trailer | Unreal Engine 5
มุมมอง 2.9Kปีที่แล้ว
World Spawner - Trailer | Unreal Engine 5
Do I understand correctly that this only affects movement? That is, does it overwrite the "move to" node in behavior tree or blueprints?
Yes, this only affects movement input. But this aaset does not override move to task. It works without it (except with some config for chasing behavior) If you want an asset that specialize in working with Move To, please check our other asset called "Natural Movement".
@@GameRequests thank you
Dude This is awsome
sweet, very good the use of splines, so cool, great job guys!
How's the FPS on this with 100 Ai on screen?
It depends on the optimization for your Agents since most of the bottleneck comes from the rendering. This asset does not consume too much processing power except for tracing the environment which can be turned off or limit it in various ways.
Can it work with ue4.27?
Hi, no sorry. This asset is compatible with 5.1+
@@GameRequests oh okey, thanks for the reply
Does this include your Natural Movement - AI Smoothing system?
Just saw this answered in the questions section in the marketplace, thanks :)
Can you make something where you can play a playlist of sounds/music at multiple places and that plays the same sound/music at the same time?? Like speakers?
You mean to make a plugin about Speakers?
@@GameRequests i think so? I tried playing a sound que playlist at multiple locations, and I can never get it to play the same song at the same time
Would this work with flying/swimming AI? Not exactly necessary, just wondering.
Hi, not for the moment. Thanks for asking
Sold me on this. I've always hated that NPCs only use forward movement.
Does the objects becomes not visable to the player and continue moving or do they just get deleted and then new objects spawn in when the player goes back?
Hi, they are simply deleted and new objects appear but with previous data, using the built-in functions. This way, it seems as if the objects were never destroyed.
Interesting way to improve fps and well use vram/ram
@@nathanaraujodossantos2839 it's interesting, but to delete the npcs and replace them, and not track their location, is useless to me unfortunately
@@buster5661 I agree :)
Is it to put a lot of enemies? Or armies?
Hi, not exactly, it's to avoid calculating too many actors in large worlds. Loading only the actors that are close to the player and storing a light data of those that are far away. Similar to how a level streaming system works.
i would like to stop time when i melee hit someone for a few secs. to show a picture animIATION is it possible... how easy would be to implement with your system
In your case hit stop effect will play out as configured in an independent manner. This means you can append extra logic in a different place. I am not sure what you mean with picture animation, if you show me a reference and I see it's appropiate I can add it to the core behavior of this asset.
@@GameRequests i would like to make it when i hit them i show either there bone system? or show thier skeletal system?
@@GameRequests can i impact move body parts when hit by fist or kicks? like a ragdoll euphoria system?
@@PatrickVitelaYourAverageGameryou could easily do this without the system just search up time stop tutorial
I use alot of these techniques, great show. However I added hitstop to my game and hated it so you have to be careful and choose the right effect for the job
It's as you say. With this assets its possible to mix or toggle different effects. It's possible to instanciate fire&forget effects in custom events
Cool
This looks great. I've spend some time to get my wolf ai to move and turn more smoothly. It was hard and is still not that good. This seems to be the thing I definitly need. So it is a way for AI to navigate with nav meshes, right? It will not influence my custom behaviour? How does it behave when I manuelly set rotation of the pawn? For exampem I would use the system and the wolf would face the player and attacks
Hi, to answer your questions: 1. it requires nav mesh to find a path to the goal, the system works on top of unreal's pathfinding system 2. This is a movement system and does not influence your AI behavior in any way. 3. This system does not influence nor set rotations in any way, so its up to your own code or configuration how the agent rotates.
Very cool, bought today, I think it will come in handy in the future, especially since it is not very expensive. I am a beginner developer, now I am studying animations, I want to make an ordinary zombie that could rotate in place, follow the main character with his head and torso and could overcome small obstacles like boxes and climb over them, can you recommend an animation system that is not so complicated and also flexible that will satisfy these requests? I would be very grateful for your advice.
Hi, hope you'll find this asset useful. I am not sure about an asset that fulfills your requirements. I can tell you that we are planning to lauch a series of npcs ready to use in any project. One of the first is going to be about zombies so feel free to subscribe or join our discord to be updated
Looking great. I will be using it with level streaming for my dropped items and dead AI on the ground. The 3d volume I can easily use for buildings, so that actors above wont be spawned while im on the lower floor.
Thanks, I'm glad you found it useful.
This have replicated animations?
Hi, this is a server-sided movement system, it doesn't require any sort of replication by itself.
Nice, this is context maps with steering behaviours right?
Hi, this is a steering based movement system additive to default nav movement. It also makes use of a context wheel of directions helping the agent to pick a more appropiate direction
What is the Cromlech Studio project?
Hi, it's a game project of one of the buyers of this asset and he let me use part of the footage after he added our component.
At 1:00, the dog goes into a smooth left/right transition with its body whenever it turns. Is this something the plugin can help with? I'm trying to get my dog to move more realistically, I bought the animations but not sure all that's necessary. Thanks!
Hi, yes, this is achieved by the mix between the smoothed movement produced by the plugin and the turning animations (which include head rotation) which emphasises the natural turn effect. You can control the power by lowering the `alignment stiffness` to the path we expose in our asset.
can this ai be integrated to another normal basic default ai like just sense enemy agroo attack? also does this ai come with the strafing?
Hi, this is not an AI system. It's a movement system that is additive to AIs that use nav path.
Would this work with faster moving A.I. as well, such as vehicles? I'm assuming it would if you can change up the distance at which it calculates objects, but just wanted to make sure before purchasing.
I haven't tested it but It should work, you may have to update alignment stiffness and pathfollowing strength to customize the capacity of the vehicle to stay on the path (if its a racing game for example), you can also play with dynamic throttle settings within this assets when turning. Now, depending on how you plan to move your AI Vehicles, you may need to way for the next update. If you just use Move To Task its okay with current version, but if your vehicles' move system feed the input directly, in the next update you can feed our asset with you custom input.
will upload a video soon and include my tests with other systems such as GASP, ALS, Lyra and Make a vehicle example as well
@@GameRequests Thanks for the quick feedback. Looking forward to seeing more tests and examples, as well as the update. I'm making an arcade game and I'd like to add this to cop cars that have as a sole purpose to ram the player character and avoid other obstacles in their way towards the PC. Considering the reasonable price, I'll most likely try that out sometime soon. I'll then share my results and feedback in the Discord channel for further insights.
This is great, would it also work with root motion?
Yes it does work
Don't forget to enable "Allow Physics Rotation During Root Motion" (or use a notify to toggle it) so the agent can rotate when moving using rootmotion
@@GameRequests Awesome thanks!
I don't get it how it's not a feature in the engine, awesome work, it's high time somebody had to do it 🙏
Glad you like it !
great!
Thanks! 🙂
How is it you always make something I need :D
Is it not for sale now?
Hi, we are migrating this asset to a different account, we will update as soon as possible.
Does this work with the sequencer? I only make short films, not video games.
Hello, I am not sure about the benefit of using it under sequencer context, since this is a dynamic targeting system, it should work but if you can tell me a bit more about what would you use a targeting system in a sequencer clip, I may be able to help you better.
@@GameRequests In the short film, there is a scene where many giant spiders attack a base. The base is protected by autonomous AI turrets that will shoot at the giant spiders, so I'm looking to create an AI view showing that tracking of enemies when they approach. That's what I would use it for only.
@@sinanimacionnn-q3z Yes it does work in that case, you can use sequencer to enable and disabling targeting as well. I can upload a fast video if its needed.
@@GameRequests Sounds good to me, you can show me with a video. I do like your product, it is better than another that does the same, but yours has a better visual effect. But I'll be honest with you, for now I will save your product in the wish list, because at the moment I don't need it. In the long term yes, and as long as I see it on sale I will buy it immediately. Thank you!
@@sinanimacionnn-q3z hey nice, yea I'll add it to a sale when I get epic's news. Will make a video later about using it within sequencer and place it our discord, so feel free to join.
Is it multiplayer ready?
I mean it only works on client right?
Hi, it is an authoritative plugin, it works in multiplayer, but only on the server. Actors must be marked to replicate.
Great! I have a question, how does it work with origin shifting? Are the grids automatically updated after that?
This is not currently supported, but it is an interesting feature that I will add in the future.
Nice! How does this play with the default world streaming/partition of the engine? Also, I wonder how jarring the spawns of structures would be for a third person open world game? I mean, I understand why you are showing the spawn and despawn of houses near the character. It would be awesome to see how it works for example with a distant village or city location far in the distance.
Hi, when you use FlexPartition plugin, your actors are no longer controlled by World Partition, don't work together, one overrides the other, although the main objective is for actors generated at runtime that are not currently controlled by World Partition
😬 Promo`SM
Is this just for AI, or it can help with performance in a survival type game with large numbers of resources spread around (trees, rock, etc)?
Hi, it works for any spawned or level actor. All objects shown in the video (trees, houses, NPC, loot item) are controlled by the system. This plugin work great with large numbers of actors scattered around the world.
Seems good. And It's on Sale!
dude that looks amazing
i like what ur doing --- good job
I wanna see a Dragon fighting fiercely with their Jaws and claws too. And not just bite and breath fire! It's a mythical creature, and the top of the food chain, But loving the fireball aspect, the Ogres are doing some good work lol
what do you mean by "extension pack"?
Hi, currently with Dynamic template asset, you can create any type of templates but it requires undestanding of BTs and our tasks, deco and services. As well as the other functionalities in the asset. We are planning to release different types of templates which are customizable in a very easy way. The counterpart is that its limited to the template made (as an example this templates will work with dragon like, or fitting flying creatures) and the general customization we provide. Dynamic Templates will be updated in a few days and will include a Template that will serve as an example (using Troll Model we can upload from epic). An announcement will be made in our discord group as well soon.
"promosm"
youre system looks better than mass ai lmao
and easier to use
hello can this spawn chaos vehicle car?
Show the FPS with 10 multiplayer clients that have 30-120ms of latency.
why not use a more advanced AI that does more then just runAround your AI is Basic so of Course its going to be Opitimized
Genial bro, tremenda pincha!
It seems like Unreal Mass system