Very cool. A whole playlist on "best practices for optimization" would be really helpful I think. There's going to be a lot of unnecessarily performance heavy indie games created in the next three years. :)
Building pathing with invoker objects is kind of an interesting approach. Not sure how useful it'd be overall, but could be interesting for specific types of games.
So in essence, you'd use an invoker to have something happen like how in Skyrim, entering the market circle in the town of Riften will invoke Brynjolf to approach you with a thieves guild quest. But if you run out of the market circle, he will stop approaching. Returning to the circle, he will begin to approach again. Ignore me, I'm a beginner. This stuff is probably obvious to actual devs but I'm starting to learn things and make connections to where I've seen them before in games I've played growing up.
The AI Move is being called by the MoveToTarget node which is fired by the BeginPlay node in this case. So once the movement result is unsuccessful, you have to get another execution pulse to the AI Move To node. Lots of ways to handle this. Common way is to put on .2 delay node on the Failed pin and loop it back to the exec input pin on the AI Move To node. In more advanced setups, you'd want to make conditional checks (like is the player still visible, in range, alive, etc) on that return path before allowing the pulse to fire again.
i want to make my blueprint codes modular and use as i like (both with char bp and actor bp ) . for an example i write a 3 attack combo. and i like to use it in all weapon types (with different animations ) and all character and actor bp , and also in the AI npc. in short i want call the mechanic or code instate of copy pasting. please make a video
Question i have a main menu that when i open a level form my my nav-mesh seem like it shrunk in size from the the nav brush. do you have ware i should start looking to change that?
I was assuming when he set it to dynamic, that it was going to regularly update the nav mesh while the character moved around. Like scanning the area around him within the radius. Guess I was wrong 😅
I feel like I would rather spawn triggerable navigation mesh on predefined area that would load and deload for patch of terrain rather than built-in the characters themselves. I thought this feature allowed navigation mesh to target actors. In a way that the navigation bounds would always follow its coordinate. It seems like the Navigation mesh still is static and only covers the area from the origin point from spawn of the actor
Very cool. A whole playlist on "best practices for optimization" would be really helpful I think. There's going to be a lot of unnecessarily performance heavy indie games created in the next three years. :)
Definitely!
Building pathing with invoker objects is kind of an interesting approach. Not sure how useful it'd be overall, but could be interesting for specific types of games.
So in essence, you'd use an invoker to have something happen like how in Skyrim, entering the market circle in the town of Riften will invoke Brynjolf to approach you with a thieves guild quest. But if you run out of the market circle, he will stop approaching. Returning to the circle, he will begin to approach again.
Ignore me, I'm a beginner. This stuff is probably obvious to actual devs but I'm starting to learn things and make connections to where I've seen them before in games I've played growing up.
If the Navmesh does cover the whole world, is that baked in or loaded at runtime?
I wanna know how to get the monster to start chasing the player again when they get close, instead of just freezing up and standing there.
The AI Move is being called by the MoveToTarget node which is fired by the BeginPlay node in this case. So once the movement result is unsuccessful, you have to get another execution pulse to the AI Move To node. Lots of ways to handle this. Common way is to put on .2 delay node on the Failed pin and loop it back to the exec input pin on the AI Move To node. In more advanced setups, you'd want to make conditional checks (like is the player still visible, in range, alive, etc) on that return path before allowing the pulse to fire again.
i want to make my blueprint codes modular and use as i like (both with char bp and actor bp ) .
for an example i write a 3 attack combo. and i like to use it in all weapon types (with different animations ) and all character and actor bp , and also in the AI npc.
in short i want call the mechanic or code instate of copy pasting. please make a video
Question
i have a main menu that when i open a level form my my nav-mesh seem like it shrunk in size from the the nav brush.
do you have ware i should start looking to change that?
so the invoker only updates when he sees the player can the invoker update again when the player is out of bound to sill reach the player?
I was assuming when he set it to dynamic, that it was going to regularly update the nav mesh while the character moved around. Like scanning the area around him within the radius. Guess I was wrong 😅
The invoker updates constantly. Its like a local navmesh at runtime. The player doesn't matter. It has less range and cheaper that's all
I wanna know how to get the monster to start chasing the player again when they get close, instead of just freezing up and standing there.
I feel like I would rather spawn triggerable navigation mesh on predefined area that would load and deload for patch of terrain rather than built-in the characters themselves.
I thought this feature allowed navigation mesh to target actors. In a way that the navigation bounds would always follow its coordinate.
It seems like the Navigation mesh still is static and only covers the area from the origin point from spawn of the actor
Same, I thought it was going to move with him. It seems much less useful since it remains static.
💯💯💯
nice nice nice