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[4.7.5] Editor Crashes on Changing AI Perception Component

I'm trying to make an AI with an AIPerception Component and whenever I try'n make any changes to senses config, maybe like setting the dominant sense or so, the editor crashes. Is this a bug or am I doing something wrong.

I've attached the log file

Thank You.

[EDIT] Updated the log file. Please take a look.

Log Files

Product Version: Not Selected
ue4.zip (5.4 kB)
logs.zip (421.3 kB)
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asked Apr 15 '15 at 02:38 PM in Bug Reports

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avatar image MieszkoZ STAFF Apr 15 '15 at 02:44 PM

It seems you've attached a wrong log file, it shows a regular run of a 4.7.4 version, from a week ago.

avatar image Amaresh Apr 15 '15 at 03:06 PM

Sorry, I might have done that by mistake... Currently, I'm not with my workstation. So, i'll upload the correct log file tomorrow. Sorry again for the wrong file.

avatar image Amaresh Apr 15 '15 at 06:57 PM

@MieszkoZ I tried using the AIPerception Component again to produce the same result at home and yet again it crashed. I've attached the log file. Log File

avatar image MieszkoZ STAFF Apr 16 '15 at 09:02 AM

It's launcher's log again. Please navigate to your project's folder and find relevant log in the Saved/Logs directory.

avatar image Amaresh Apr 16 '15 at 10:02 AM

Now, I've attached the correct log files. But I don't think this is an AI issue as the editor crashed again while editing a BSP brush.

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1 answer: sort voted first

You're right, the crash in attached log is not AI related. But there is a perception system issue resulting in a crash if you have AI with different senses configured. This applies to hearing and sight - if you have one AI that uses sight for example, and another one that doesn't the it will crash on game end or death of the one that doesn't have sight.

A workaround would be to make sure all AI use same senses (just configure them differently). A proper fix will hit the master branch really soon (testing it now).



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answered Apr 16 '15 at 10:59 AM

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MieszkoZ STAFF
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avatar image Amaresh Apr 16 '15 at 12:27 PM

Thanks @MieszkoZ for this answer. But, the AIPerceptionUpdate only detects the class which is registered as source in Register Perception Stimuli Source Node. I don't know what to do to make it detect all the actors in its sight radius. Sorry, but there isn't any documentation on it. So, currently only experimenting with the stuff. Your website shows the usage of PawnSensing Component. So, I'm using that for now.

avatar image MieszkoZ STAFF Apr 16 '15 at 12:38 PM

All things that you want to be perceivable via the sight sense need to register with RegisterPerceptionStimuliSource. We don't do "see all actors" kind of perception since that would be ridiculously expensive and redundant - you rarely care about that. Why not making a common parent class for all things you want to be perceivable? Or just add that call to all BPs you really want to "see"?

You really don't want to see "all actors" - there's really a lot of them.

avatar image Amaresh Apr 16 '15 at 12:44 PM

Yeah! By all actors I meant character, should have been more precise. So, I've to add the base class,i.e, Character or do I have to register all the different characters separately?

avatar image MieszkoZ STAFF Apr 16 '15 at 12:50 PM

You need to create a Blueprint (or C++) class deriving from Character, add Event Begin Play event and call RegisterPerceptionStimuliSource. And use this class for characters in your game.

avatar image Amaresh Apr 16 '15 at 01:04 PM

Ya, Thanks I already did that using a loop on the character array derived form the Character class.

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