UE5.4 - Smart Object Gameplay Interactions: State Tree EQS
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- เผยแพร่เมื่อ 1 มิ.ย. 2024
- NOTE: We End Up Moving The *Find And Use* Over into a Single State Tree Task in the Next Video
In this video we setup EQS, and switch over to the State Tree AI Component on the AI Controller. We do some trouble shooting before finally getting it working.
• UE5.3 - Smart Object G...
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00:00 Intro
04:00 Setting Up Inheritance
06:25 Rundown on Mine
09:10 EQS Setup
18:30 State Tree AI Component
24:00 Query Smart Object STT
34:15 Fixing EQS Oversight
35:15 State Tree Setup
36:07 Debugging
40:55 Blueprint Interface
44:10 More Debugging
45:50 Found Fix
47:20 Testing
Thanks for the "Start Logic" tip on AIC State Tree. It was driving me crazy why it would not start, even if it is set to start automatically ^^
Yeah probably a bug....no idea why that would even be needed....lol
@@unrealdevop I played around yesterday and found out: You can set "Start AlLogic on possess" on the Ai Controller and then it runs too. But this "on Possess" is executed before beginplay, so I actually think manually starting it on BeginPlay is better to prevent logic malfunctioning
@@KittehBit Nice to know, but I believe you may be right.
I thought about it, and honestly I don't think the RVO Avoidance in this case was causing that jittering...I'll have to look into that further. I'm not really sure what is causing that.
yes it can. But as I understand Crown AI doesnt repeat RVO from CharMovement. At least my Char moves different with RVO on\off.
@@boombyte8849 The DetourCrowdAi Controller from my understanding uses a modified version of RVO that takes the actual Path Finding into Consideration where as the one built into the Character Movement Component does not. I could be wrong, there is little documentation on things like that so I have no way of actually confirming that right now without digging into Source Code.
@@unrealdevop I don't know. But my AI (crowd AI) walks stupidly if RVO is turned off.
@@boombyte8849 What do you mean specifically? I didn't really see any improvement by turning it on in mine when using the DetourCrowdAiController.
@@unrealdevop Mine AI dont avoid (as it is with RVO) each other then.