Finally an alternative to that other pathfinding plugin. The only thing I can come up with that would be nice to see is an octree optimization to the grid, like a box being bigger if theres nothing around and smaller in tighter spaces. Also merging of multiple grids into a combined navigation mesh. But it's free so I cant complain, and its nice and simple and not bloated, thanks!
This is exactly what I've been looking for for my game! I tried other solutions but they are not up to date and they dont really offer the freedom/functionality yours do! I'm really looking forward to trying it and see how it works. Thank you so much for the amazing work!
Hey! I just wanted to say thank you for the plugin! Its really brilliant! I got an actor to follow my character as it is moving. I really love that I am able to adjust the volume 3d in such a way that I am able to get really good point movement.
Do you think it would be possible to make the grid subdivisionable to optimize the density\accuracy a bit (If cube is blocked by geometry, subdivide it down to 8 cubes and check which one of those blocked, subdivide them and so on for X iterations), and also maybe to move the initialization phase to Editor instead of EventBegin, this could help with the freezes at the start maybe?
Nice! I read your code, but there are somethings that you need to update. You should leave the findpath function to the ai class instead of leaving it in volumn class. And you should not do find path in 1 frame. If the volumn is large and there is not only 1 enemy find path in 1 frame, there will be a hitch. You can use timer and limit the number of loop in 1 frame. Also, you can optimize the H calculation. 😉
Hey! I downloaded the plugin and implemented it into my project. However, even if the AI finds a path, my move to location node seem to do nothing at all. I have a floating movement component and everything set up the right way and still I get nothing. Any clue how to help?
It doesn't work on UE5. Will there be a tutorial on how we can create the algorithm ourselves? also, is It possible to create the algorithm using pure Blueprints?
This could be great for me. I was just working on a project with flying AI and wasn't having much luck getting other flying AI plugins to work properly after porting them to 4.25.3.
Hey ur plug-in is very incredible! However, sometimes the Navi points are too close to the wall, and the mesh stuck at the wall. How can I make it more far away from the wall?
Wow, that's amazing! It works and it actually packages without errors! Unfortunately, its use cases seem too limited to be very useful. There doesn't seem to be much you can do with it via blueprints, such as telling it to follow a player or getting it to dynamically react to events in-game. If you could make this a bit more functional, you'd fetch a pretty penny for it on the marketplace.
Well, with a bit of tweaking, it does work for those purposes after all, so awesome! A bit of a minefield when it comes to packaging after you've modified it, though, but I was able to get it to work.
@@halo1of1the1sun Sorry, didn't catch the notification until now! It was a while ago that I was messing with this, but IIRC I basically just implemented a regular Behavior Tree and called this to drive the AI's navigation whenever it needed to go somewhere. All of the same logic for a normal behavior tree works, including following an Actor. However, I would recommend getting the 'Floating AI Movement' product from Unreal Marketplace if you're trying to do a flying AI. It's a much more robust system than this, and it's better suited for so many purposes. This *will* work, but you'll lose so much time doing workarounds for it.
It really depends on the dimensions of the grid... i havent done a lot of performance testing though so its hard to say. There is nothing stopping you from using many different navigation volumes as opposed to one big one, so that way u can just nout add them where u dont need them
What license is this under? I might be interested in adding it to my school project, but my professors will have to know what license it uses and I don't see any mention of license on the github page.
Really love how you design the videos, helps to understand everythin so much better! Cheers
Thanks :)
Finally an alternative to that other pathfinding plugin. The only thing I can come up with that would be nice to see is an octree optimization to the grid, like a box being bigger if theres nothing around and smaller in tighter spaces. Also merging of multiple grids into a combined navigation mesh. But it's free so I cant complain, and its nice and simple and not bloated, thanks!
This is exactly what I've been looking for for my game! I tried other solutions but they are not up to date and they dont really offer the freedom/functionality yours do! I'm really looking forward to trying it and see how it works. Thank you so much for the amazing work!
Hey! I just wanted to say thank you for the plugin! Its really brilliant! I got an actor to follow my character as it is moving. I really love that I am able to adjust the volume 3d in such a way that I am able to get really good point movement.
This isn't compiling with UE4.26. Please update
Do you think it would be possible to make the grid subdivisionable to optimize the density\accuracy a bit (If cube is blocked by geometry, subdivide it down to 8 cubes and check which one of those blocked, subdivide them and so on for X iterations), and also maybe to move the initialization phase to Editor instead of EventBegin, this could help with the freezes at the start maybe?
Incredible, Ill play around with it! Looks really cool
let me know if you have any problems with it or if there is anything you'd like to see added. I haven't done a ton of testing with it.
Nice! I read your code, but there are somethings that you need to update.
You should leave the findpath function to the ai class instead of leaving it in volumn class. And you should not do find path in 1 frame. If the volumn is large and there is not only 1 enemy find path in 1 frame, there will be a hitch. You can use timer and limit the number of loop in 1 frame. Also, you can optimize the H calculation. 😉
Thanks for this tip! I applied it to my own game and now it works like a charm!
will this work on ue 5.4?
or 5.3.2
Love it. Thank you.
When I tried to use this plugin, it said it couldn't be rebuilt. Am I installing it wrong? 🤔
damn bruh that's some serious shit! Thank you for sharing it!
Hey! I downloaded the plugin and implemented it into my project. However, even if the AI finds a path, my move to location node seem to do nothing at all. I have a floating movement component and everything set up the right way and still I get nothing. Any clue how to help?
It doesn't work on UE5.
Will there be a tutorial on how we can create the algorithm ourselves? also, is It possible to create the algorithm using pure Blueprints?
This could be great for me. I was just working on a project with flying AI and wasn't having much luck getting other flying AI plugins to work properly after porting them to 4.25.3.
This one is pretty simple to use. I tried to keep it as simple as possible
Great plugin. Was working great on 4.26.
Shame it doesn't work on 5.0 at all
It is not compiled on version 4.26.2.
how resource intensive is this if i have 8 ai doing this will it kills FPS?
Hey ur plug-in is very incredible! However, sometimes the Navi points are too close to the wall, and the mesh stuck at the wall. How can I make it more far away from the wall?
oh nice man! Will use it
I took the version for 4.26
could not be compiled. try rebuilding from source manually
How can this be fixed? )
Wow, that's amazing! It works and it actually packages without errors! Unfortunately, its use cases seem too limited to be very useful. There doesn't seem to be much you can do with it via blueprints, such as telling it to follow a player or getting it to dynamically react to events in-game. If you could make this a bit more functional, you'd fetch a pretty penny for it on the marketplace.
Well, with a bit of tweaking, it does work for those purposes after all, so awesome! A bit of a minefield when it comes to packaging after you've modified it, though, but I was able to get it to work.
@@elcid2651 Hay bud. Mind sharing how you got that to work? Getting the thing to keep chasing the player? :p
@@halo1of1the1sun Sorry, didn't catch the notification until now! It was a while ago that I was messing with this, but IIRC I basically just implemented a regular Behavior Tree and called this to drive the AI's navigation whenever it needed to go somewhere. All of the same logic for a normal behavior tree works, including following an Actor. However, I would recommend getting the 'Floating AI Movement' product from Unreal Marketplace if you're trying to do a flying AI. It's a much more robust system than this, and it's better suited for so many purposes. This *will* work, but you'll lose so much time doing workarounds for it.
hi, how to install it on my UE4 please
does this support flying to a random location/tracking a player?
Do you will create for 4.27 version plugin?
This doesnt work in UE5?
Amazing! I’m super excited to try it out! Would it perform well on very big maps such as 40km2 (like size of the Ark map)
It really depends on the dimensions of the grid... i havent done a lot of performance testing though so its hard to say. There is nothing stopping you from using many different navigation volumes as opposed to one big one, so that way u can just nout add them where u dont need them
What license is this under? I might be interested in adding it to my school project, but my professors will have to know what license it uses and I don't see any mention of license on the github page.
Its totally free to use
nice tutorials as always;can u make a racing car AI tutorial
I've had a few people ask me that so perhaps I will!
@@ReidsChannel :) made my day
amazing video
please................... you can setup a tank in unreal engine?
Is this open source or distributable?
Free to use however you like. There is a github link in the description.
Nice!!!