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.
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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

ความคิดเห็น • 15

  • @KittehBit
    @KittehBit 6 วันที่ผ่านมา +1

    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 ^^

    • @unrealdevop
      @unrealdevop  5 วันที่ผ่านมา

      Yeah probably a bug....no idea why that would even be needed....lol

    • @KittehBit
      @KittehBit 5 วันที่ผ่านมา +1

      @@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

    • @unrealdevop
      @unrealdevop  4 วันที่ผ่านมา +1

      @@KittehBit Nice to know, but I believe you may be right.

  • @unrealdevop
    @unrealdevop  21 วันที่ผ่านมา +1

    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.

    • @boombyte8849
      @boombyte8849 14 วันที่ผ่านมา +1

      yes it can. But as I understand Crown AI doesnt repeat RVO from CharMovement. At least my Char moves different with RVO on\off.

    • @unrealdevop
      @unrealdevop  14 วันที่ผ่านมา

      @@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.

    • @boombyte8849
      @boombyte8849 14 วันที่ผ่านมา

      @@unrealdevop I don't know. But my AI (crowd AI) walks stupidly if RVO is turned off.

    • @unrealdevop
      @unrealdevop  14 วันที่ผ่านมา

      @@boombyte8849 What do you mean specifically? I didn't really see any improvement by turning it on in mine when using the DetourCrowdAiController.

    • @boombyte8849
      @boombyte8849 13 วันที่ผ่านมา

      @@unrealdevop Mine AI dont avoid (as it is with RVO) each other then.