[Closed] UE4 General AI questions
Sorry for the formatting! Not sure how to indent with the bullet point thingy
The question has been closed Jun 17 '16 at 08:21 PM by AndrewHurley for the following reason:
The question is answered, right answer was accepted
Thanks for posting this list of interesting questions! :D
The only generic limit of the system I can think of is the amount of CPU and memory you're willing to give it. Have you played Fortnite? It rebuilds significant parts of navmesh all the time - with every wall, ramp, roof players build or gets destroyed. You'll have to give it a try yourself, but it should work well with most crazy scenarios :D
NavLinkProxy actors are just a demonstration how one can supply navigation system with navigation links information. Fortnite for example does it a bit differently, we have custom StaticMesh derived class that implements INavLinkHostInterface interface and links are defined per static mesh asset in static mesh editor.
If you want your actor to have a custom control over it's representation to navigation system implement
Yeah, it's the Navigation Invokers, and there's no documentation on it at the moment.
We have both a wrapper for Detour crowds as well as a simple RVO implementation. To use detour you need to use
Glad you like it :) It's actually UE4's reimplementation of the original solution I've created for Bulletstorm :D I love when ideas live on even if the code is dead.
Yes, you can create your own generators, contexts, and tests (that are being used both for scoring and/or filtering).
Once you get query result from EQS manager you can reuse it :) Also, EQS queries are defined as assets in the editor, and then at runtime some of the "query template"'s details get reused to save memory. Not sure if that's what you're asking though :)
The services are our way of having "background tasks/behaviors/services" be controlled by BT. A service will be active only as long as it's part of the active BT branch, and during that time will "tick" on a regular basis (controlled by exposed bt node parameters). Common use case it putting one on a root (or somewhere) that will re-evaluate enemy selection every .5 seconds or so.
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