#gameplay-ai

1 messages ยท Page 175 of 1

ocean wren
#

And to be honest, outside of defense, the UK doesn't really fund games stuff

opal crest
#

Oh damn. I hate everything about about pitching. It always feels like "good" pitches are about making vague promises. Glad I only see that side from people who need some data/ideas from me.

hallow flint
#

is the process a pain in the ass? how much writing is involved in these grants

ocean wren
#

Yeah, pitching is the pits.. I've got one on Tuesday

hallow flint
#

lol

#

sad but true

ocean wren
#

Depends on the funds.. smaller grants of like < 30k are relatively painless for the most part

#

This one on tuesday is for 12k, basically a 5 minute slide deck and a few meetings

hallow flint
#

ohhh nice

#

so for us

#

most of them are at like 250k

ocean wren
#

And I got to use DallE to generate the art for the slide deck.. for the funzies

hallow flint
#

they're a few slides, 15+ pages

#

and a bunch of paper work

ocean wren
#

Yeah, the ones I've been involved with have mostly been in 300k range lately

hallow flint
ocean wren
#

last one was 2.8 mill though, but we are only going to get 1 in 100 of those

#

Or even 1 in 200.. don't know the accept rate right now

#

I mean I'm kind of one of the few doing defence meetings.. so I get put on all sorts of hopeless bids ๐Ÿ™‚

#

Part of networking as an academic, is realizing that most bids don't get funded, so you have to do a load of them

hallow flint
#

this is the trick

#

just keep trying until someone bites

#

lol

#

the shitty thing is

ocean wren
#

Well organized research groups have paid employees doing that bid prep fulltime

hallow flint
#

sometimes some of opportunities are reserved for certain companies/individuals

#

so even if your idea is amazing you migth still not win

#

which sucks

ocean wren
#

Yeah, I was in a defense briefing last week with exactly that feeling..

hallow flint
#

some people that purely focus on writing these bids

ocean wren
#

Yeah, sadly I don't have that.. so some of our bids suffer

#

Mostly due to lack of time or info or practice for the specific funding body

#

They all have quirks

hallow flint
#

yup! each agency is very nitpicky about what they want

#

some are super tech saavy and want all the math formulas

#

others just care about the end result

ocean wren
#

What stuff they won't fund, or expect match funding for

hallow flint
#

haha

ocean wren
#

What they regard as match funding.. oof ๐Ÿ™‚

#

My fave is the "light touch, just get it done" variety, but thats rare

hallow flint
#

finding one source of funding is hard enough, where you gonna get two

ocean wren
#

Well, most of the time, you can claim staff time as match funding, for some funds at least

hallow flint
#

๐Ÿ˜ฎ

#

interesting

ocean wren
#

Which basically means my/our time gets booked on it

hallow flint
#

i wonder if that applies for academia only

#

for us they expect an actual entity to sign an agreement to provide the funds

ocean wren
#

We get those too.. it depends on who is the funder.. the one in question was an EU fund

#

which we don't get access to anymore ๐Ÿ˜ฆ

hallow flint
#

damn :/

#

have you guys tried applying for Unreal Grants before?

#

have any experience with those

ocean wren
#

Yeah

hallow flint
#

did you get funded?

ocean wren
#

I've gone for one, but honestly it wasn't strong enough

#

But the other one was a solid one.. about creating a virtual production mobile to take to schools

hallow flint
#

ohh

#

that does sound pretty cool

ocean wren
#

Weirdly, the first one I put in, someone else got funding for ๐Ÿ™‚

hallow flint
#

interesting, wonder if the timing wasn't right or something

ocean wren
#

The VP mobile got a bit more play than mine, but Epic weren't exactly on fire responsive and the pandemic kind of knocked a lot on the head physical contact wise ๐Ÿ™‚

hallow flint
#

ahh what a shame, the idea sounds intriguing

ocean wren
#

Well, all I can say, is that the ones who got the funding, still haven't delivered a project.. I bloody well would have ๐Ÿ™‚

hallow flint
#

hahaha

#

i thought about applying for one, for continuing some work-related reserach but never got around to it

ocean wren
#

I've got a small loss leader commision to do some simulation visualization stuff for a navy training thing

#

But I was already playing with some of it anyway

#

Tiny funds, but enough to buy some art at least ๐Ÿ™‚

hallow flint
#

how you'd go about getting that commision, they just kinda reached out?

ocean wren
#

A long chain of networking

hallow flint
#

haha

ocean wren
#

This is in fact, to try and get more paying stuff

#

Honestly, its borderline insulting, but these guys have an in with more people

hallow flint
#

you're hoping it starts of a seed to get more opportunities with them?

#

clever

ocean wren
#

So we keep everyone sweet and hopefully it pays off down the line

#

Yeah, its all about that really.. knowing when to not do things and when to speculate a bit

#

The Uni wants us to chage like 1200 gbp a day ๐Ÿ™‚

#

1200-1400 ish

hallow flint
#

wow, nice rates

#

lol

#

how much of that do you actually end ups eeing

ocean wren
#

But not realistic for a lot of things

#

So as an academic, I'm allowed to do 10 days consultancy and pocket it for myself

hallow flint
#

10 days per month, year?

ocean wren
#

OR, I can do consultancy and split it with the Uni

#

Or I can give it entirely to them

#

10 days a year

#

Yeah, exactly ๐Ÿ™‚ aint nobody interested in that!

hallow flint
#

haha how much actual availability do you have given that you have to teach so many classes?

ocean wren
#

For funded grants though, its different

#

Well, so with grants, we can buy out our time

hallow flint
#

ahh

ocean wren
#

i.e. give the uni money, so they can hire someone to fill the gap (theoretically)

#

One bid we did recently, I was down for 1-2 days a week on it, for 3 year project

hallow flint
#

Ahh interesting, so there's some flexibility there. That's a nice little perk

ocean wren
#

Well, you have to negotiate it with your boss

hallow flint
#

so this is where having a good manager comes in

ocean wren
#

That said, I doubt any of them would turn down money, political suicide ๐Ÿ™‚

hallow flint
#

it's good to learn how it works on the other side of contracting with academic partners

#

so

ocean wren
#

What they really want, is for us to win like 3 million funding, where PhD students do all of the work, where academic staff get a tiny allocated time for supervisions

hallow flint
#

do you actually get to work on the projects, or do you assign some students to work on them?

hallow flint
#

this is exactly what i was thinking lol

#

this is sorta how it works for us too

ocean wren
#

Usually students, but I'm more of a hands-on guy ๐Ÿ™‚

#

Plus coming from games, I'm the low guy on the academic totem pole

hallow flint
#

yeah i would want to work on the projects myself

ocean wren
#

so I deal with tiny grants and loads of networking and much of the work myself

#

aaand a bunch of teaching to boot

hallow flint
#

yeah that blows

ocean wren
#

Not ideal

#

But the main advantage to academia, is autonomy

#

My boss has basically 0 idea what I do ๐Ÿ™‚

hallow flint
#

loll

#

that does sound fun, you can have your own direction

ocean wren
#

We had a research presentation week last week.. everyone put up posters of their research.. it was quite telling that mine was all AI generated art and everyone else was like insect killing robots and such ๐Ÿ™‚

#

or self driving farm robots

#

or.. healthcare robots

#

Basically, nothing even close to being creative.. apart from a colleague showing off her game ๐Ÿ™‚

hallow flint
#

haha, you stood out

#

interesting

#

this was all hosted within the university itself?

ocean wren
#

I realized that it wasn't my crowd honestly

#

Yeah, it was the college of science research showcase

#

COS has like maths and physics, geography, CS and games, engineering etc

#

Luckily, the arts show is soon and psychology is also soon.. both of those will be fun

#

We in games tend to do more with those rather than.. "science"

hallow flint
#

haha

#

is the science reserach showcase available on the website?

ocean wren
#

Naw, this was in person in our engine shed

hallow flint
#

ahh got ya

ocean wren
#

Basically an old train shed that got turned into a concert venue

#

Its meant to foster collaborative research

#

But of course doesn't come anywhere near ๐Ÿ™‚ for me at least

hallow flint
#

so its common for some professors to partner up with other professors if their individual research aligns with each other?

hallow flint
ocean wren
#

Well, usually its more inter-university

hallow flint
#

ahh

ocean wren
#

I'm hoping to do a gallery over summer

#

I suspect it'll be fairly controversial ๐Ÿ™‚

#

Most large grand funding goes to consortiums of University + businesses

#

grant funding even

#

so like 3-5 million

#

The point is, that the research is funded, then commercialized via the companies

#

But you might have like a dozen Universities on the project

hallow flint
#

that's very similar to how we go about doing things as well

ocean wren
#

So each gets a cut of that grant funding.. usually for a PhD or two

hallow flint
#

given your research, do game companies every partner up with academia to use some of their ideas?

#

i haven't heard if that's the case

ocean wren
#

only very rarely

hallow flint
#

I know at least for some of our larger projects, we have used game studios before for building some simple systems

ocean wren
#

games companies are honestly, just not that innovative

#

I've spoken to a few that dismiss ML outright

#

So myopic

hallow flint
ocean wren
#

It partly comes from hubris about their own superiority

#

But also, most games execs are actually quite clueless and often pretty conservative

#

Its weird

hallow flint
ocean wren
#

I've found that people in the fashion sector are waaay more innovative ๐Ÿ™‚

hallow flint
#

I was already iffy enough about gaming industry, now im even less convinced to join

hallow flint
ocean wren
#

I think part of it, is just that games doesn't make enough profit to take risks

hallow flint
#

ohhh what are some of the use cases on that industry?

ocean wren
#

yeah, loads of AI/ML in the creative sector in general

#

So for instance, virtual try-on of clothing

#

Or generating designs for new cloths

#

Or doing physics simulation using ML

hallow flint
ocean wren
#

Or just predicting markets

hallow flint
ocean wren
#

I mean, they're all set for the metaverse when it comes along

#

So imagine the virtual branding stuff you could do with virtual clothing designs

#

and translating those into real-world clothing sales

#

Sadly, this will all be tainted with NFT's and the like ๐Ÿ˜ฆ

hallow flint
#

yeah i hadn't even considered those application,

ocean wren
#

I've got a postgrad student doing a project over summer looking at photogrammetry vs neural radiance fields, because I want to build a clothing scanner to support it ๐Ÿ˜‰

hallow flint
#

what are neural radiance fields?

ocean wren
#

they're a form of ML based graphics

#

they define the boundary probabilities of a mesh surface

#

kind of like signed distance fields if you know them?

hallow flint
#

yup

ocean wren
#

one sec.. I'll link a vid

hallow flint
#

im looking at some images for neural radiance fields

ocean wren
#

When the first instant photo was taken 75 years ago with a Polaroid camera, it was groundbreaking to rapidly capture the 3D world in a realistic 2D image. Today, AI researchers are working on the opposite: turning a collection of still images into a digital 3D scene in a matter of seconds with the implementation of neural radiance fields (NeRFs)...

โ–ถ Play video
hallow flint
ocean wren
#

It functions similarly to photogrammetry

hallow flint
#

that's awesome

ocean wren
#

but the representation is fundamentally different

#

But the point is, you can generate meshes using them ๐Ÿ™‚

hallow flint
#

I wonder how much cleanup is necessary to get these game-ready

ocean wren
#

Part of our study is to measure failure cases for photogrammetry vs NeRF

hallow flint
#

very cool, do you guys publish your findings anywhere

ocean wren
#

Depends if the student gets their act together ๐Ÿ™‚

hallow flint
#

lmao

ocean wren
#

Hoping to get a postgrad to do an Unreal Engine RL project this summer

#

one of my better undergrads (the one who did the Unity ML agents project)

hallow flint
#

what kind of policies you're trying to learn?

ocean wren
#

But he might just go get a job

#

He was looking at GAIL and IL/RL

hallow flint
#

i haven't read the paper on GAIL

ocean wren
#

This was mostly just evaluating the toolset for his undergrad.. seeing if he could figure out how to incorporate demonstrations into the RL approach

hallow flint
#

ahh I see

ocean wren
#

If he decides to do it, we'll likely build an RL agents API similar to the guys at Embark Studios

#

Run it in the cluster

#

Kubernetes/Kserve etc

hallow flint
ocean wren
#

Lemmie link you the video ๐Ÿ™‚

hallow flint
#

ahh is it the agent learning to walk on complex terrain?

ocean wren
#

Yarp

#

the robot spidery thingy

#

near the end of that trailer

#

Embark are a really interesting studio.. doing mostly PCG AI/ML based content production

hallow flint
#

ohhh yeah i remember this, i had seen the prototype blog post about it but didn't realize it was actually in a game trailer lol

ocean wren
#

Worth looking at their presentations

hallow flint
#

oh yeah im gonna look it up

ocean wren
#

Its basically a bunch of ex-EA R&D guys from SEED

#

with lots of $$$ ๐Ÿ™‚

hallow flint
#

innovation + funding, where do i sign up

ocean wren
#

They did some presentions with Nexon, who I think own them now

hallow flint
#

mayube they are hiring

ocean wren
#

I would expect so

#

Based in Sweden too? ๐Ÿ™‚

hallow flint
#

You know speaking of this GAIL approach, i've been looking at research for buildign more sample efficient models

#

in my feed i got recommended this

#

looked interesting

ocean wren
#

Nice

#

I'll pass it on ๐Ÿ™‚

#

Although he might have cited it already

#

it looks familiar ๐Ÿ™‚

hallow flint
#

im gonna go have lunch, good talk!

#

see ya

ocean wren
#

In this complete reinforcement learning course you will learn everything from implementing double Q learning and SARSA with just numpy all the way up to implementing Deep Q Learning and Policy Gradient methods in Tensorflow.

No prior knowledge is needed, other than basic proficiency with Python.

This was cross posted with the Free Code Camp c...

โ–ถ Play video
#

Knew I heard of it ๐Ÿ™‚

#

probably not the same thing ๐Ÿ™‚ hahaha

#

Take care.. ttyl

graceful panther
#

hey im stuck with something with AI movement, what i want is an ai to chase me fast and slow down when it gets to me and slowly approach me and then if i run away start to chase me fast again

right now the ai is chasing me fast and then it slows down and starts walking towards me but I cant get it to exit/abort that "moveto" task so it never speeds up again
I noticed that if I uncheck "Track Moving Goal" the ai will start to run again but unchecking that also makes the ai walk towards me in increments basically walking to wherever I was when it started the task

I'm trying to get the ai to exit its moveto if I get too far away from it so that I can adjust its speed to make it chase fast again

misty wharf
#

you can use a decorator to check how close it is to its target to abort the node

graceful panther
#

I have a decorator checking for a value thats being changed in an eventick in the ai's eventgraph "DistanceToEnemyActor", the value is being updated on a tick and i've verified its working

it looks like the decorator is only checking after the move task is complete and if i use "track moving goal" then it never completes

misty wharf
#

๐Ÿค”

#

That should work

#

Have you tried using a larger value than 300 just to see?

graceful panther
#

if I dont use track moving goal then the blackboard based condition works and is applied

#

so the value is set and the condtional is working as intended, its just that with track moving goal it doesnt check the condtional again

#

but without it the ai walks at me in segments to wherever I was at the start of each segment

misty wharf
#

The only difference between having that on or not is what it says - track moving goal or no

#

if you have it on, and you move somewhere else while it's moving towards you, it will automatically update its move target during the move to match

#

If you have it off, it will not update. It will move to the location you asked when the move started, and it will finish the task.

graceful panther
#

I'm hoping to not have to choose between the ai tracking movement and being able to abort the the move task

misty wharf
#

none of the options affects your ability to abort it

#

all tasks can always be aborted

final loom
#

Is there anything I need to get the AIPerception working besides the stimulus on one factor with soght enabled, and sight on a sensing component on another?

final loom
#

I did these and set the stimuli as auto register, but it won't pick it up.

ocean wren
#

I hate python SO MUCH ๐Ÿ™‚

final loom
#

Unrelated.

ocean wren
#

Yep

final loom
#

Well. I'm still looking, I did move the AIPerception component to the AI controller instead of the pawn, but that didn't do anything

hallow flint
hallow flint
final loom
#

5.02

hallow flint
#

I recall there being a setting where you set the types of actors you wanted to perceive. The options were like neutral, and some others. Is that still in 5.02?

ocean wren
hallow flint
#

as part of the aiperception settings

hallow flint
final loom
hallow flint
#

im checking right now too

final loom
#

I would think the stimulus component would be enough though

hallow flint
#

it's this stuff here

#

I recall there being something weird where you had to enable all of them in order to get detection due to some blueprint limitation. But i think that's been fixed

#

I don't recall where you specify where your actor is an enemy/neutral/friendly, maybe someone else knows

opal crest
#

In 4.27 you still have to Detect Neutrals at least.

hallow flint
#

really?

#

i thought i read in the patchnotes that they had changed that, maybe it was for 5.0

final loom
#

Good catch. Thank you.

opal crest
#

That would definitely make trying out Perception easier, if they aren't going to expose team attitudes to Blueprint.

final loom
#

Well. Maybe in the future, I was trying to get it just print something if it detects the player, which it did, spamming it and thus lagging it I believe. But the main point is I have it working now

hallow flint
#

nice ๐Ÿ‘

final loom
#

Yeah. I'm working on something for a GameJam entry.

slim temple
#

can anyone help me out with ai in behaviour trees

#

basically i need it so when its chasing the player (which is what ive done) it plays from a walking to a running animation i have and it speeds up. The idle/walking and random locations work fine. just that

hallow flint
#

This sound like you just need to configure the movement component of your AI

#

Try checking out the acceleration of the movement component

slim temple
#

this is what i mave rn

#

have*

#

when he chases the player i basically want it to play the running animation instead and speed up

#

but when hes not chasing, to go back to roaming

opal crest
#

Agree with Josue, you probably want to use two things: a) the Movement component of your pawn/character to control accelleration/max speed, and b) your AnimBP to control blending from your walk anim to your run anim based on velocity.

slim temple
#

i see yes. the first way ive done that but it has multiple animations so it will stay at that max speed of 150 (which is what i set it too)

#

and also with the 2nd way, when i add the running to the animation blueprint, what do i do then?

#

this is my animation blueprint

hallow flint
#

I'd suggest maybe simply making a new BT_Task where you re-assign the movement speed of your character

slim temple
#

this is the other part of it

#

btw, i am new to game making and i want to learn so sorry for being so dumb ๐Ÿ™‚

opal crest
#

That looks pretty reasonable (I'm not super good at Animation BP's, honestly).

slim temple
opal crest
#

But you're using the tools I would: getting speed from the movement controller, and using a blendspace to determine the animation.

slim temple
#

ik how to make a new task but like im unsure how to do the speed and animation wise

slim temple
hallow flint
opal crest
#

I was where you are 18 months ago ๐Ÿ™‚

hallow flint
#

if the animation blueprint is implemented correctly, it'll adjust by itself

#

you just have to update the movement speed and the rest will take care of itself

slim temple
opal crest
#

So does you character never show the running animation?

slim temple
slim temple
opal crest
#

If that's the case, you will just need to make sure your max speed is fast enough to show the run state.

slim temple
#

if i add "play animation" then select the animation BP it goes.. weird

#

it plays half of the walking and half of the running and moves slowley

#

ahaha

hallow flint
hallow flint
slim temple
#

where can i turn up the speed again?

opal crest
#

Bottom right, where it says speed.

slim temple
#

i move it and it dont move?

#

like it just stays on 0

hallow flint
#

try manually typing 600 on there?

slim temple
#

goes back to 0

hallow flint
#

uhh

#

in the editor right?

#

like you're not hitting play or anything

slim temple
#

on here?

#

bottom right

hallow flint
#

also for the behavior tree task

#

just do something like this

slim temple
#

and then attach it to the chasing sequence?

hallow flint
#

yes

#

alo

slim temple
#

oki ๐Ÿ™‚

hallow flint
#

when you make that variable NewSpeed

slim temple
#

ill try that too

hallow flint
#

make sure you make it InstanceEditable

slim temple
#

oki

hallow flint
slim temple
#

but idk why the speed wont change

hallow flint
#

then in your behavior tree just make sure you set the value to something else, like 150

slim temple
#

oki ๐Ÿ™‚

#

ill try that

slim temple
#

or just receive

hallow flint
#

just receieve

slim temple
#

oki

final loom
#

I wonder how much better AIPerception is performance wise to what I jury-rigged in Unity for AI,

#

In that I made a box trigger, rotated it 45 degrees, centered it to their eyes, and did a linecast on tick for whenever something was in the box that should be registered as seen

slim temple
#

uh

#

somethings defo wrong

#

idk what is tho

opal crest
#

Sight Perception isn't doing all that much different from that. It's just smart about deciding when to retest vision.

hallow flint
slim temple
final loom
#

Well. I wonder how fast AIPerception is compared to that.

slim temple
#

so now its not playing the walking but only running

#

and at the normal speed

hallow flint
final loom
#

Deciding when to retest I guess is the difference

slim temple
#

yeah

hallow flint
#

show me how you set it up in your btttask

#

click on the node

slim temple
hallow flint
hallow flint
slim temple
slim temple
#

shoot i did

#

hold up

hallow flint
#

haha

slim temple
#

nope

#

still nothing

#

its the same

hallow flint
#

show me your blendspace

#

for running

slim temple
#

1st one is idle

#

then walking

#

then theres running

hallow flint
#

wait

#

that doesn't look right

slim temple
#

uh oh what have i done

#

aha

hallow flint
#

you see the little running rhombus

#

that you have near the center?

#

the one for running

#

should be allll the way to the right

slim temple
#

OH

#

WAIT

#

SHOOT

#

and walking and idle are fine?

hallow flint
#

im not sure where they are placed

#

but

#

idle should be all the way to the left

#

walking should be in the center

#

running all the way to the right

slim temple
#

ok

#

so

#

we fixed that

#

sorta

#

the walking is now mixed with idle LOL and when he spots me he dont speed up and dont run

#

im sending video now

#

he seems to be walking slightly faster

#

just slightly

hallow flint
#

i think i may know the issue. the snippet of code i sent you for speeding up may be wrong

hallow flint
slim temple
#

ok ill try putting the "new speed" up to 900

#

na it still the same

hallow flint
#

okay let me check something

slim temple
#

oki

#

also if i put the walking like dot thing on the animation BS then the walking works just fine

#

like its not "mixed" with idle then

hallow flint
#

yeah putting it in the right place smooths out the animations

slim temple
#

wait

#

dont quote me on this

#

but i feel like the issue is

#

i have a feeling he isnt actually chasing me

hallow flint
#

This should work

#

It should be re-usable for any AI too

slim temple
#

wait

#

NO

#

I THINK

#

IT MIGHT

#

OF WORKED

hallow flint
slim temple
#

but

#

๐Ÿคฃ

#

the only issue now

#

well i say "only"

#

but he doesnt return to the normal speed and back to roaming/walking after seeing me

hallow flint
#

are you calling the setmovespeed btttask on both branches of your tree?

slim temple
#

ohh the "change speed"

#

task

hallow flint
#

yeah that one

slim temple
#

what i just maade

#

oh so just call it there and change that new speed?

hallow flint
#

yup

#

to make it walk again

slim temple
#

idk the default speed

#

uh

hallow flint
#

if you don't it'll just stick with what it had before

#

150 i think you said?

slim temple
#

i think

#

it works i think

#

when i close the doors tho he just starts running to the other side where the door is open ๐Ÿคฃ

hallow flint
#

yeah he's just pathfinding around the obstacle

slim temple
#

any way to just like, prevent that? like when he gets blocked he goes back to roaming

#

so when the door is closed he just returns back to roaming

hallow flint
#

uhhh probably with some aiperception

#

like the stuff that @final loom was just asking about

#

or are you already using that?

slim temple
#

um

#

i dont think so?

#

im sure ill find a fix soon

#

while im here rn, is anyone any good with jumpscares when the ai touches you it plays the jumpscare? with behaviour trees

final loom
#

What way? Like an image over the screen, or an animation?

slim temple
#

and thank you so much @hallow flint for your help you are and all of you are amazing

slim temple
#

which i probs can create using ue4 but how would i do it with behaviour trees

#

just basically when the ai is chasing you, if he touches you it plays the jumpscare

final loom
#

Probably set a bool in an animation blueprint and have it set back to false after the animation is done playing

slim temple
#

how would i do that? ๐Ÿ™‚

#

sorry for being dumb with this

#

im just new

final loom
#

Well.

#

You'd need a reference to your animBP in your AI's class, or controller, somewhere it would need to store the reference

slim temple
#

how would i like reference it

final loom
#

Well. What I do is create a var to the type of anim BP, then get anim instance on begin play, cast it to said type of anim BP, and voila! There's your reference.

slim temple
#

wait what :๐Ÿ˜ญ

#

create a var to the type of animation bp?

final loom
#

Yeah, for your class of animation BP

final loom
#

Thanks again Josue for helping me with that issue. Would have been a while if I noticed what you said, if at all.

#

I recall getting stuck similarly to that before, but forgot what the fix was.

hallow flint
hallow flint
final loom
#

The most important part anyways

charred lava
#

My EQS test which filters out items doesn't do the test for every item. I assume it has something to do with performance? That the test is to heavy and gets discarded after a certain point? Is there a resource to read about it or can someone guide me on what to look at for that?

misty wharf
#

That isn't a thing

#

If the item is filtered out by another test earlier on, then the rest of them might not run for it I guess, but perf cost doesn't affect it because that could produce extremely unpredictable results

#

it's timesliced, so a slow test just means it will not be able to run further tests on that particular frame

celest python
#

i dont get it why the delegates name is "onqueryfinished" if it has a "processing" member as enum Facepalm

misty wharf
#

It's possible that the same delegate type is used for multiple different events

#

Maybe it makes more sense on others

celest python
#

member variable name is OnQueryFinished in UEQSInstance

#

and only get called once, with one of the enum members

#

does not get updated

#

bad naming sad

misty wharf
#

Yeah but that's not the delegate type

celest python
#

wouldnt it make more sense to name it as OnQueryStatusUpdated or something?

misty wharf
#

Not if it's called only when the query finishes

celest python
#

But if it's finished, why it is Processing?

misty wharf
#

Hmm yeah looks like it has its own delegate type so my theory is wrong ๐Ÿค”

#
    FORCEINLINE bool IsFinished() const { return Status != EEnvQueryStatus::Processing; }
    FORCEINLINE bool IsAborted() const { return Status == EEnvQueryStatus::Aborted; }
    FORCEINLINE bool IsSuccsessful() const { return Status == EEnvQueryStatus::Success; }
    FORCEINLINE void MarkAsMissingParam() { Status = EEnvQueryStatus::MissingParam; }
    FORCEINLINE void MarkAsAborted() { Status = EEnvQueryStatus::Aborted; }
    FORCEINLINE void MarkAsFailed() { Status = EEnvQueryStatus::Failed; }
    FORCEINLINE void MarkAsFinishedWithoutIssues() { Status = EEnvQueryStatus::Success; }
    FORCEINLINE void MarkAsOwnerLost() { Status = EEnvQueryStatus::OwnerLost; }
#

This explains it a bit better I think

#

Not sure why the finished status is called "processing", but it would appear so

#

But yeah looks like if the query is aborted or fails the status is different

misty wharf
#

You shouldn't crosspost your questions unless you're not getting answers, because I think this was now answered in #cpp

slim temple
slim temple
#

@hallow flint

#

l

hallow flint
#

So you should probably make a decorator that simply checks the distance between your AI and your player

slim temple
#

uh

#

ik what a decorator is but how//where should i create it

slim temple
#

so add another decorator on my chasing branch on the tree?

#

with that being a blackboard decorator?

#

how would i make it so it checks the distance between the player?

hallow flint
#

Yeah so add it to your chasing thing

#

The logic for distance is just something like

#

(AiWorldLocation - playerLocation).Lenght

#

Subtract the the location of both of them, then get the magnitude (length) and then check if your AI is basically on top of your character

#

So a value like distance < 300 might tell you that he's basically on top of you

#

Or alternatively you could check if your AI is colliding with your player

slim temple
#

cuz he would actually be in your face then before jumpscaring you

#

how would i make it so it checks if the ai is colliding with the player

#

sorry if your busy

#

but ive added the decorator

#

idk if its the right one

misty wharf
celest python
#

Basically "lets not become China" act?

slim temple
#

guys

#

how do i make it so the behaviour tree doesnt start for a certain amount of time

#

so i can have them on the stage area for a certain amount of time

#

ive tried using the "wait" but it will just repeat the wait which isnt what i want

#

like is it possible to make it a "one time" wati

#

wait*

#

@hallow flint

#

sorry for tagging so much

hallow flint
#

There you'd add this new decorates

#

To switch between chasing player or scaring player

hallow flint
hallow flint
# slim temple guys

Why don't you add a delay on begin play before you actually call the behavior tree

slim temple
slim temple
#

like this? @hallow flint

keen crow
#

Can smart object claim handle be reused? I'm implementing a behavior when the player can start a dialogue with an NPC and I want the NPC to keep the claim on a smart object slot it's currently interacting with. So I stop the gameplay behavior without calling USmartObjectSubsystem::Release, but after the dialogue is over and the BT execution gets back to the task with USmartObjectSubsystem::Use with the claim that I stored for NPC, it fails and logs

 Ensure condition failed: SlotState.GetState() == ESmartObjectSlotState::Claimed [File:D:\build\++UE5\Sync\Engine\Plugins\Runtime\SmartObjects\Source\SmartObjectsModule\Private\SmartObjectSubsystem.cpp] [Line: 471] 
Error        LogOutputDevice           Should have been claimed first: Object:845242607 Slot:6 User:1

It seems that the slot changes its state to occupied so is the only way to keep the slot for the NPC is to release the slot and immediately claim it again?

slim temple
#

im sooooooooooooooo lost

#

D:

polar furnace
#

hey folks is pawn effect on nav mesh?

#

the with deer wanna go to that bush

#

but can't cause body block from another deer

#

how can i fix this?

misty wharf
#

try using crowd or rvo avoidance

polar furnace
misty wharf
#

options in character movement component

#

google ue4 crowd avoidance or ue4 rvo avoidance and you'll probably find some more info

#

they are two different systems which behave slightly differently from each other so you may want to try both to see which works better for you

polar furnace
#

oo thanks

slim temple
#

@hallow flint when you have time could you give me a hand with the jumpscares? ๐Ÿ™‚ i have tried but im just really lost

polar furnace
#

Navigation Invokers is better or nav mesh ?

#

in performance

#

and i wanna use for realtime build

hallow flint
#

well navmesh are baked offline, so they should be faster

#

it entirely depends on your use case

hallow flint
slim temple
#

np bro

#

๐Ÿ™‚

#

just @ me or dm me when you are free ๐Ÿ™‚

ocean wren
polar furnace
#

what do u mean

ocean wren
#

navmeshes can be precomputed or dynamic

#

I think he means the former

#

god my head is like mush ๐Ÿ™‚

#

video meetings are... ๐Ÿคช

hallow flint
# polar furnace what do u mean

When you place down a nav mesh it does all the calculations to determine what is traversable or not, all before the game is running, offline

hallow flint
#

how did your pitch go

misty wharf
#

Need to make a deepfake of yourself paying attention to a meeting so you can stream that into the meeting while you do other stuff

hallow flint
#

haha clever

#

i just

#

dont turn on the camera

misty wharf
#

yeah same lol

ocean wren
hallow flint
#

that's great, hopefully it leads to peepoMoneyRain

ocean wren
#

I'd say it was a success though, plenty of companies wanting to colab

#

Now we have to do some meetings to determine which partners we want to work with

#

And catch up with those we missed today

#

I think its fair to say, that lots of creative companies are interested in generative ML for their projects

hallow flint
#

nice! the tables have turned

#

now they are coming to you

#

lol

ocean wren
#

Yeah, it was a bit crazy to be honest, like speed dating for VR companies ๐Ÿ™‚

#

one after another for 3 hours

hallow flint
ocean wren
#

well, 2 hours 45.. still, my head hurts ๐Ÿ™‚

hallow flint
#

Was this at the university or some sort of events where people look for opportunities to fund?

ocean wren
#

latter

#

they've got some small pots (12k gbp) to give out

hallow flint
#

ahh i see, very cool. Will this fund the mocap lab you were mentioning?

ocean wren
#

apparently the UK MOD just got a 1.2bn boost ๐Ÿ™‚

#

naah, mocap lab is already funded

#

robotics dudes got funding for that

hallow flint
#

crazy

#

everyone getting a piece of the pie, maybe you'll get some of that too

#

MOD needs their sims

ocean wren
#

I'd settle for bus fare at this point ๐Ÿ™‚

hallow flint
#

LOL

ocean wren
#

They were all really impressed with my slide deck

#

which was basically just tons of AI generated images ๐Ÿ™‚

hallow flint
#

did you point out the dall-e generated art?

#

hahaha

#

nice

ocean wren
#

yeah, literally just spammed loads of DallE in there

#

it allows people to visualize

#

I used the images to complement the text on the slide.. so one sentense per slide, with at least 1 image per slide too

hallow flint
#

i requested access to DALL-E yesterday, hopefully i can get it

#

lol

ocean wren
#

sentence even

#

Check out MidJourney

hallow flint
#

what kind of images you generate?

ocean wren
#

get on the MJ beta

#

Basically just random art that represented the points.. graphs, machines etc ๐Ÿ™‚

#

One I did today as a demo ๐Ÿ™‚

hallow flint
#

thanks for the heads up! just applied to beta

hallow flint
#

that looks so good

ocean wren
#

I kinda prefer this style:

wide kraken
#

Oh, hey Phil!

ocean wren
#

Hey!

#

I wonder if MJ has run out of GPU hours yet ๐Ÿ™‚

hallow flint
#

interesting, you can set the actual style with the last few words in the prompts

hallow flint
ocean wren
#

Yeah, prompt engineering is the new creative discipline

misty wharf
#

I saw some people on twitter posting analysis on why Dall-E Mini is going viral currently more than Dall-E 2.0

#

They were talking about all kinds of points

#

but... I mean... the only reason is that you can use Dall-E Mini right now

#

and you can't do that with Dall-E 2.0

#

:P

hallow flint
ocean wren
#

Well, yeah, you can access it freely, or run it locally

hallow flint
#

one is publicly available, one isn't haha

ocean wren
#

Better to use Disco Diffusion or something to be honest.. I don't think DallE-mini is a good example

#

DE2 is just so much better

#

oh btw.. DE2 generates tiling textures really nicely ๐Ÿ™‚

#

lemmie find an example

#

I was generating space goats for a fictional game jam game yesterday ๐Ÿ™‚ one sec..

#

I mean, in the realm of "shit I'd never be able to do" space goat art is up there..

hallow flint
#

Wow

ocean wren
opal crest
#

There's also a certain 'trashy' quality to Mini that I think helps it go viral.

ocean wren
#

Sorry for spamming..

#

Mini is just messed up enough that it kind of undermines the concept ๐Ÿ™‚

opal crest
#

Mini faces are Cronenbergian horrors ๐Ÿ™‚

hallow flint
#

Meeting, gotta go peepoWave

ocean wren
#

part of the problem is that it doesn't have the text guided upscalars of DE2

#

ttyl

wide kraken
#

Hey all!
Apologize for a broad question, but I'm not sure where to start digging for best results.

I want to create a real-time "simulation", which involves significant numbers of AI-driven actors. The usual "live ecosystem" dream, you know.
And have it more of an honest sim, than smoke&mirrors approach usually taken in games.
So I have broad question, and a small specific one:

  1. Any recommendations on proven approaches to handle large number of AI computations? Maybe well-known examples with documented info (like articles and GDC talks) to learn from? I'd assume games like Mount&Blade, or large-scale tactics/RTS games, have solved these issues at least partially.

  2. If I want to include an option to fast-forward the time in Unreal, up to x10. Can that mess up the computations? If there are 500-1000 agents in the sim. Would it impact the performance significantly? Wondering if it's something I should think about in advance, when designing the architecture of the project and AIs.

ocean wren
#

Have you looked at the new Mass system from UE5?

#

there's a channel now.. #mass

#

also, check out the citysample projects on the UE marketplace

wide kraken
#

Nope, I'm clueless about that. I barely did some BTs in UE4, and that was all AI I did for many years ๐Ÿ˜…

ocean wren
#

In that case, go to the marketplace and download the citysample project

#

take a look ๐Ÿ™‚

wide kraken
#

I will research Mass, thanks for the headsup.
And also it now occurs to me that I've been coding in Blueprints only up until now, and for this project...it might now work, performance-wise ๐Ÿ˜…

ocean wren
#

for the time fast forward thing.. what do you want it to look like? does it have to be a sort of scrubbing thing like a video editor?

#

i.e. go back/forward in time

hallow flint
ocean wren
#

Yeah, ubi are basically the masters of this stuff.. done loads of GDC videos on it

wide kraken
#

Just a typical game speed-up. So the player can set it to fast speed and observe stuff changing fast, while still in real-time (no cuts).
Actually I don't need interaction to happen with the sim at high speed. Can be that you set pause, place stuff, unpause. Cheesy, but probably saves me from lot of headache.

ocean wren
#

there's a time dilation value you might be able to use for that

#

I think its "SetRelativeTimeDilation" or something

#

pretty sure the slowmo command uses that same system

wide kraken
#

Yeah, I think that was what I used on a city-builder project few years ago. I was wondering if it can break in edge cases like mine, with ton of AI computations happening

ocean wren
#

Well, you'd probably have to profile the high speed version to make sure the AI isn't killing your budget

#

But I don't think there's any real reason it wouldn't just work

#

mind you, haven't tried ๐Ÿ™‚

#

I might add that to my crowd assignment actually.. its a nice feature ๐Ÿ™‚

wide kraken
#

After discovering how values break at big enough distance from zero coord, I trust Unreal to break where I least expect it ๐Ÿ‘Œ ๐Ÿ˜†

ocean wren
#

making my students create a crowd sim for drone training as their MSc graphics class ๐Ÿ™‚

misty wharf
ocean wren
#

they use doubles in UE5 now, so that shouldn't be the case anymore

wide kraken
ocean wren
#

well, they use a different numerical precision, I don't know if its actually doubles or some fixed point thing

misty wharf
#

yep

misty wharf
ocean wren
#

kind of makes sense, must have been a hellish change to test though ๐Ÿ˜ฆ

#

All your unit tests would break ๐Ÿ™‚

wide kraken
#

Calling it now: after I read all of that material and look up examples, will probably end up going from hundreds of agents in the sim, to a couple dozen, half of which are always asleep anyway ๐Ÿ‘Œ

ocean wren
#

you have learnt the way of Unreal ๐Ÿ™‚

misty wharf
#

I think all my npc's still run CMC when they are dead bodies which is probably not great

#

Need to change it so it turns off CMC and just makes them physics props I think :p

ocean wren
#

good plan

hallow flint
#

i don't have it but i've read the description and it seems to be based on this ubisoft system

#

Also i'm pretty sure there's some sort of limit in terms of how high you scan set TimeiDilation

#

i've tried increasing it before but unless my eyes tricked it, it seemed capped

#

and you'll definitely get issues with the physics

#

i think the physics engine might be your bottleneck? peepoThink

wide kraken
#

What if, hear me out.. I set up the default game speed at TimeDilation of 0.2 or so? Just with fast movement values on anything ๐Ÿ˜† So that the x10 speed is not actually TD=10, but something like TD=2 ๐Ÿ˜†

#

Oh man, I haven't even started doing the thing, and already am designing crutches. This is gonna be fun.

hallow flint
#

loll does this not have to be seen at runtime?

wide kraken
#

It does. But it's abstract 3d figurines (like RimWorld, just in 3D static meshes..or like chess pawns, if you will), so...

hallow flint
#

ahh got ya

#

you could also make your own simplified movementComponent with some basic collision checks using geometry and linetraces. And you could accelerate your timedilation by a lot more

ocean wren
#

I'd say mass was the answer, depending on your representation and animation etc.

wide kraken
#

Yeah, I've noted it and the matrix city for research

opal crest
#

I think a lot of it is going to depend on how much your sim can tolerate large timesteps, which will depend on how you write your update functions.

#

I have a gameclock implementation in my RTS learning project, and I definitely chased out bugs when I went from 1s/s to 1000s/s.

wide kraken
#

As I started to realize the scope and had reality checks, I've set up this sort of "challenge ladder" to climb:

  1. Plants AI. Conway would be proud.
  2. Simple animals (think Spore game, stage1).
  3. Social animals. Pack interactions, some behaviors like hunt-packs or task distribution within packs, etc.

And that was it, even at number 3 I felt like I'm already past comfort zone and will have plenty to learn and figure out. The scope and difficulty scales like crazy, heh.
But I want to learn more about how these things handles overall, top-down, before I start making sentient weeds in the bottoms-up approach.

ocean wren
#

Epic has a bit of code for a farm style plant growth AI using mass.. there's a stream discussing it and the code is in the engine, but apparently they haven't made an example to show it yet

wide kraken
#

Oh, don't have trouble with the 1-2, I did that in the past somehow. My problems start when it's about group interactions and scaling it into larger numbers / performance. Something I never had to worry about in past projects.

ocean wren
#

think someone did a mass sample for boids style movement.. check out their MassSample project on github

wide kraken
#

that's already so over my head. But also noted for future study, thanks!

#

This birdoids thing is awesome. Love it

graceful panther
#

has anybody successfully been able to interrupt an ai move task thats using goal tracking? I want my npc to adjust speed based on the distance of my character

misty wharf
#

It might be easier to just have the speed adjust while you're moving tbh

#

For example via using a service that checks distance and adjusts speed appropriately

graceful panther
#

I literally just got done implementing a service for adjusting the speed and it did work!

misty wharf
#

nice :)

graceful panther
#

Thanks! that does work perfectly!

slim temple
#

hi

#

@hallow flint you free? ๐Ÿ™‚

hallow flint
#

no still at work peepoTurtle

slim temple
#

๐Ÿ™‚

#

what time do you finish? ๐Ÿ˜…

hallow flint
#

like in 3 hours or so

slim temple
#

ooooooooof

#

whats your job

slim temple
#

hi guys

#

anyone know why my AI inst moving

#

isnt*

#

im using set paths

#

ive done the behaviour trees right

#

it just isnt moving

#

path points im doing

#

it wont "move to"

#

can anyone help

slim temple
#

it legit wont move

slim temple
#

@hallow flint idk if you are any good with this, it just stays on โ€˜findpathpointโ€™ and doesnโ€™t go on โ€˜move toโ€™

mint terrace
#

probably why id guess

#

youd see this during runtime if you had the particular object set as Debug Object, there'll be a red indicator

opal crest
#

It's also possibly you aren't calling FinishExecute in your FindPathPoint task? Tasks get stuck when that happens.

hallow flint
#

what's the class of chicaAI @slim temple

#

im wondering if your casting is failing

mint terrace
#

not exactly #gameplay-ai but is there a way to focus the player character pawn* in the gameplay debugger?

#

eh it probably wont help me since the gameplay debugger doesnt track changes to the controller anyway

celest python
#

Anyone knows how can I debug AI is not moving to a location and after 5 secs pathfollowingcomp returns "Blocked"?

#

Whatever I do, it ends up on same result

#

Changed the target goal, changed the map, wrote custom move to node etc.

mint terrace
celest python
#

yep

#

gameplay debugger even shows the next path point to follow

#

its very close to AI

#

but its not moving

mint terrace
#

oh maybe check the min agent radius

#

possibly it is skipping it because the path isnt "wide" enough

celest python
#

ah, tbh I never edited agent settings since I started to UE. Lemme see what they do

mint terrace
#

dude this is fantastic

celest python
mint terrace
#

(reads engine code) oh its the "stuck detection"

#

@celest python try calling SetMoveBlockDetection(false) on AIController and see if that fixes it

#

if so then i think its finding collisions nearby that block it

#

obviously youd want to find what is unexpectedly triggering stuck detection rather than remove it long term

#

never mind, stuck detection is purely "are we not moving when we thought we should"

celest python
#

Yeah, still wanted to give a luck but didnt work

mint terrace
#

so this actor never responds to AI movement or just cant move in a certain situation

celest python
#

At pathfollowingcomponent.cpp line 911, if (bHasNewSample && IsBlocked()) return true after 5 seconds and movement is aborted with blocked tag

#

until then, pathfollowingcomponent updates the path segments

#

and thinks its actually moving

#

but after that statement returns true if understands movement is blocked

mint terrace
#

sounds like the CMC configuration isnt right

#

root motion or direct?

#

obviously root motion has tons of gotchas you could be hitting

#

direct should be fine as long as CMC is set up right

celest python
#

direct

#

let me try with another pawn then

#

to see if its CMC's fault or not

mint terrace
#

good idea

#

i mean, your Walk Speed isnt zero or something?

celest python
#

nope, everything seems correct

mint terrace
#

well if a standard pawn works fine then hmm not sure

celest python
#

hmm, another pawn moves

mint terrace
#

ah ha!

celest python
#

so thats my fault rather than an engine error

#

thats some progress ๐Ÿฅณ

#

thank you

mint terrace
#

probably one of the CMC settings or something else

#

let me know what it ends up being

#

always curious

celest python
#

alright, thanks again

celest python
mint terrace
celest python
#

reinstancing sadcatup

#

I thought of a few solutions while using LogicDriver. Why people dont create array of structs/classes to define conditions and not have a single transition class? Think like each transition arrow/class has an array of instanced UObjects which checks particular things you define and allow transitions. Also communicating with previous state (the state its coming from) to allow transition evaluations or not. This way you also gain the ability of deciding if your current behavior in the state is interruptable or not.
From what I can see people always created a new transition class of each state they declared and it ended up being so complex and confusing. Unifying required classes and using new classes only to define new behaviors can let developers do their most of the job in the SM graph rather than coding new classes in IDE

#

Of course for very specific behaviors you end up creating new classes, or for scripted actions but wouldnt those ideas solve most of the things?

#

I think probably in the old times reflection systems were not that advanced so thats why people ended up creating classes everytime ๐Ÿค”

slim temple
#

You still active @hallow flint ๐Ÿ˜‚

slim temple
#

@hallow flint the blueprint class of the AI is a character

#

And the path point is an actor class

#

The orange part it stays on and the red part it doesnโ€™t move to

slim temple
#

idk what to do

#

tried everything

#

it just wont move

mint terrace
slim temple
#

the coding for it?

mint terrace
#

yeah- assuming its custom, i didnt see it in the engine source in any case

slim temple
#

ok ill send

#

there

mint terrace
#

oh honey

slim temple
#

what

#

aha

mint terrace
slim temple
#

WAIT

mint terrace
#

that would do it

slim temple
#

on the video

#

i swear he didnt attach it

#

WAIT

mint terrace
#

if he didnt then hes not making a very good video

slim temple
#

OH MY DAYS

mint terrace
#

this would never work

#

the white line is the execution line

slim temple
#

ive attached it to set blackboard key

#

MY DAYS IM SO BLIND AND STUPID

mint terrace
#

its ok

#

change blindness

slim temple
#

THANK YOU

#

IT WORKS

#

sorta

#

it moves

#

but

#

it does the running animation instead of walking

#

any idea why

mint terrace
#

welp, check your Max Walk Speed on your Character Movement controller, and also check your Animation Blueprint to make sure you're handling that speed the way you want

slim temple
#

what should the max walk speed on the ai contorller be

mint terrace
#

that depends on your animation blueprint ๐Ÿ™‚

#

and... you know

#

how fast you want it to move

slim temple
#

ok so how do i "change" it

#

like where do i start

mint terrace
#

if the speed feels about right, then take a look at your animation blueprint. Assuming you even have both a walk and a run animation, you probably would want to modify the blend space that controls whether walk or run is active

#

there is a zillion ways to do this stuff, im just guessing based on the usual tutorial path

slim temple
#

ok now

#

so

#

it plays the walking

#

but really fast

mint terrace
#

the animation is fast or the movement speed* is fast

slim temple
#

walking is fast

#

animation is fine

mint terrace
#

so the movement speed is fast

slim temple
#

yes

mint terrace
#

then go to your character's movement component and adjust your Max Walk Speed

slim temple
#

oki

mint terrace
slim temple
#

also when it reaches the point, it stops for a split second and carrys on

#

so the animation stops

mint terrace
#

btw i swear i have never seen cm/s in this view

#

maybe its new in ue5 or something

slim temple
#

lol maybe

mint terrace
slim temple
#

is there a way to add a "delay" between each movement to the point

mint terrace
#

ah yeah you can add delays in behavior tree

#

if you are trying to remove delays, it depends on what you are trying to do. A common use case is that the blackboard value is changing over time

#

but the moveto doesnt adjust on its own, it finishes what it started, and then does it again with the new value, but again, doesnt update live

#

in that case, use Observe Blackboard on the MoveTo

slim temple
#

yeah im trying to add delays between each move tme

#

time*

mint terrace
#

check out the Wait behavior tree node

slim temple
#

so add a wait here

mint terrace
#

yeah, technically anywhere under the sequence would probably do what you want

slim temple
#

alright

mint terrace
#

remember, it executes them left to right

slim temple
#

ye

#

oki

#

ill try

mint terrace
#

glad we were able to unblock you, always sucks to be stuck

slim temple
#

YESSSSSSSSSSSS

#

thank you

mint terrace
#

wdym wdym, seems you were stuck for like... hours on this, now go forth and unreal ๐Ÿ™‚

slim temple
#

OHH

#

ye

#

i was

#

thank you so much

#

now i gotta figure out the jumpscares ๐Ÿฅฒ

#

this server is full of legends man

slim temple
mint terrace
#

it happens

slim temple
#

i just need now for these 2 ai's to be completed before i can move on with the rest is the jumpscares, i need them to collide with the character or if its easier be in a certain distance with the player in order for a jumpscare animation to play

slim temple
slim temple
mint terrace
#

thats a little overbroad for a Q&A my friend

slim temple
#

LOL

#

wdum ๐Ÿคฃ

#

is it possible to make it so when it reaches a curtain path point it changes to running instead of walking?

celest python
pearl verge
#

hi, does anyone know what's the proper way to setup a navmesh on a game with (sub)levels that are streamed/loaded at runtime? can't find much online and currently having a lot of problems

celest python
#

<@&213101288538374145>

slim temple
#

what happened

celest python
#

was a spam bot there

slim temple
#

ah

ocean wren
#

Ola!

#

Whats new all?

slim temple
#

yo

#

can anyone help me out with the jumpscares? ive tried for a while and i just cant figure out what to do

#

i want it so when the ai collides with the player is plays the jumpscare animation

ocean wren
#

have you tried writing out in english what you want to happen?

slim temple
#

what

ocean wren
#

usually, I recommend my students to write out the logic in comments first.. then write the code to do it

slim temple
#

uh

ocean wren
#

basically, think through the logic of how you want it to happen

slim temple
#

well yeah? i mean like idk how to code it

#

like

#

im new to game design

#

so

ocean wren
#

ok, so how do you improve to the point where you do know it?

slim temple
#

wdum

#

learn ik

#

thats why im asking if anyone could help out

ocean wren
#

Well, what if they don't?

slim temple
#

ive tried youtube

ocean wren
#

you just going to not do something?

slim temple
#

i am still searching yes

ocean wren
#

So try and do one part of it at a time

#

be methodical in your approach

#

again, write out the steps somewhere

#

and make sure you have a good understanding of whats going on at each step before moving on

#

one important thing, is to learn to debug and verify for yourself

slim temple
#

ik ye

opal crest
#

So I decided to learn how to write a Hierarchical Task Network and Slate at the same time, by jumping feet first into writing a graph editor to create an HTN asset.

#

Was this a good decision? Well, I'm learned a bunch and a) have a basic planner and b) a node editor has 60% of the right nouns in place. but on the other side, the way Epic writes UI's may drive me mad.

#

Also, Open pose is pretty neat. The model just barely *fits on my 2080, but with good lighting it's probably good enough for the simple mocap I wanted to do.

polar furnace
#

Hey folks
can create a child of ADetourCrowdAIController?

misty wharf
#

No, it's not exported. Just copy its functionality into your own AI controller, it's extremely simple

misty wharf
#

I mean.. look at its code and just do the same thing in your own?

polar furnace
polar furnace
polar furnace
misty wharf
#

I mean you just need to copy the ObjectInitializer bits into your own controller

#

You can literally copy the code exactly one to one into a file in your own project

#

and just rename the class to something else

polar furnace
#

done?

#

really ๐Ÿ˜

misty wharf
#

Yep

#

That should do it

#

all the detour controller does is it replaces the default path following component which is what manages pathfinding related movement with a different one

#

so it doesn't really need anything else

polar furnace
hallow flint
#

I've been curious about how to make a graph editor, you referenced the BT code?

opal crest
#

Once I have something another person can use, lol.

hallow flint
#

And I didn't even use it myself

#

Lol

opal crest
#

Getting a BB editor in looks rough: the existing one is only available by private include, so I am going to have to carefully build my own that doesn't copy the Epic one.

hallow flint
#

Is this for work or just for funsies

opal crest
#

Just fun. I work in WebDev, this is my hobby programming outlet.

hallow flint
#

Ahh I see, yeah I do game dev for fun but I do occasionally get to do it work for as well lol

opal crest
#

Lucky!

#

Someday I'll use this stuff in an internal prototyping project, but it's nice to have things to work on just to enjoy.

opal crest
ocean wren
#

I'd recommend avoiding the BB stuff as an example.. its kind of terrible

#

and yeah +1 for doing your own graph editor.. its super fun

#

just make sure you understance MVC ๐Ÿ™‚

celest python
#

I think writing an editor is more difficult than writing a HTN planner ๐Ÿ˜„

ocean wren
#

hahaha... naaah ๐Ÿ™‚

#

Its actually pretty well designed in terms of architecture for editors

#

the only thing that pisses me off, is that there's no code to draw arcs and circles in the UI code, or at least there wasn't when I last looked