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

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  • เผยแพร่เมื่อ 21 ก.ย. 2024

ความคิดเห็น • 11

  • @townler
    @townler ปีที่แล้ว +4

    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.

  • @PsyCoCinematics
    @PsyCoCinematics ปีที่แล้ว

    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.

  • @volbeatowns
    @volbeatowns ปีที่แล้ว +6

    I love these so much!!!!!

  • @ashensamurai8072
    @ashensamurai8072 ปีที่แล้ว +2

    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.

  • @johnremp3470
    @johnremp3470 ปีที่แล้ว

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

  • @emka9811
    @emka9811 ปีที่แล้ว

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

  • @NikomaGrob
    @NikomaGrob 7 หลายเดือนก่อน

    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.

    • @NumenBrothers
      @NumenBrothers  7 หลายเดือนก่อน

      The reference to your AI's controller is most likely the cause. When are you setting the reference to your AI's controller?

    • @NikomaGrob
      @NikomaGrob 7 หลายเดือนก่อน

      @@NumenBrothers I got it fixed! Apparently I was an idiot and referenced the original AI controller with the variable, I already got confused when you stated "I understand it gets confusing because you will have two variables called CurrentTarget" but I only had one.
      So I just went back and did it all over again and then my eye noticed my dumb mistake.
      Thanks for the quick reply though! I just started Unreal Engine 10 days ago so I'm really fresh but I've spend all my waking hours (besides my full-time job) to try and learn this tool. It's too bad I already built a bunch of stuff and only noticed your series when I stumbled upon this episode in particular, so I'm afraid I would've missed important stuff if I continue from here but we'll see. You're good at explaining so I'll definitely check you out more and I'm subscribed! :) have a good one.

    • @NikomaGrob
      @NikomaGrob 7 หลายเดือนก่อน

      Also kinda funny, because I already had the following system and walking back to original location after X time built in a different way so it was funny to see the npcs have two seperate following systems, my own and yours on top of eachother (yours is way better and smarter by the way, haha). I started out doing everything in one blueprint 10 days ago and didn't even know blackboards and behaviour trees existed, I just built a bunch of way too big functions. but I'm afraid of cleaning stuff up because I'm afraid of breaking stuff haha :) Oh well that's why I'm a rookie still I suppose. But totally driven to learn this tool and maximize my potential with it, thanks again! @@NumenBrothers

  • @SLAM_AWAY_GAMES
    @SLAM_AWAY_GAMES ปีที่แล้ว

    9:00 a better fix would be to implement base enemy character in c++ and override method GetEyes or something like that its called.
    This would set eyes position for your character for perception traces