NonStaticGH / CPathHostProject

This is a space where I develop Customizable Pathfinding plugin for UE5. Later on, I will also include my Engineering Thesis and documentation.
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How to completely remove flying #3

Open Louspirit opened 1 year ago

Louspirit commented 1 year ago

Hello,

I am trying to use your system to make an AI walking on ground, walls, and ceiling (spider-like). In your advanced example, if I increase the cpathVolume, the pawns prefer the ground but come to fly around even if there is no mesh beneath them. How to make them have a detour => never fly above the surface?

Also I wanted to recreate your advanced tutorial in UE4.27 but it isn't possible as the method signature differ from 5.1 and 4.27 version (ex: CalcFitness has 3 arguments,RecheckOctreeAtDepth replaced CheckAndUpdateTree). Is this on purpose?

NonStaticGH commented 1 year ago

Hello, 4.27 version is 1 patch behind. I will try to update it asap but I probably won't be able to before January. You may also download the latest source code from guthub and build it for 4.27, there will be some errors but they should be easy to fix.

In order to make them path near ground or walls only, you would need to modify the RecheckOctreeAtDepth method to only return if there is some terrain nearby (for example, make a line trace in 4 directions to check for collision).

If your project is not time sensitive, I'm planning to release a full fledged paid version of this plugin sometime next year - with many more features (including native wall walking), editor scripts for easy setup and many optimizations (at least 2x better meemory management and 10x pathfinding performance).

Please treat this version like a free early access - I never expected it to gain so many downloads.

Best regards, NS

On Thu, Dec 22, 2022, 01:01 Guillaume Escarieux @.***> wrote:

Hello,

I am trying to use your system to make an AI walking on ground, walls, and ceiling (spider-like). In your advanced example, if I increase the cpathVolume, the pawns prefer the ground but come to fly around even if there is no mesh beneath them. How to make them have a detour => never fly above the surface?

Also I wanted to recreate your advanced tutorial in UE4.27 but it isn't possible as the method signature differ from 5.1 and 4.27 version (ex: CalcFitness has 3 arguments,RecheckOctreeAtDepth replaced CheckAndUpdateTree). Is this on purpose?

— Reply to this email directly, view it on GitHub https://github.com/NonStaticGH/CPathHostProject/issues/3, or unsubscribe https://github.com/notifications/unsubscribe-auth/A3I6RJKQDCZ4ARQHL4HFSPTWOOK6JANCNFSM6AAAAAATGEWTMM . You are receiving this because you are subscribed to this thread. Message ID: @.***>

NonStaticGH commented 1 year ago

To only return true*

On Thu, Dec 22, 2022, 02:06 Dominik Trautman @.***> wrote:

Hello, 4.27 version is 1 patch behind. I will try to update it asap but I probably won't be able to before January. You may also download the latest source code from guthub and build it for 4.27, there will be some errors but they should be easy to fix.

In order to make them path near ground or walls only, you would need to modify the RecheckOctreeAtDepth method to only return if there is some terrain nearby (for example, make a line trace in 4 directions to check for collision).

If your project is not time sensitive, I'm planning to release a full fledged paid version of this plugin sometime next year - with many more features (including native wall walking), editor scripts for easy setup and many optimizations (at least 2x better meemory management and 10x pathfinding performance).

Please treat this version like a free early access - I never expected it to gain so many downloads.

Best regards, NS

On Thu, Dec 22, 2022, 01:01 Guillaume Escarieux @.***> wrote:

Hello,

I am trying to use your system to make an AI walking on ground, walls, and ceiling (spider-like). In your advanced example, if I increase the cpathVolume, the pawns prefer the ground but come to fly around even if there is no mesh beneath them. How to make them have a detour => never fly above the surface?

Also I wanted to recreate your advanced tutorial in UE4.27 but it isn't possible as the method signature differ from 5.1 and 4.27 version (ex: CalcFitness has 3 arguments,RecheckOctreeAtDepth replaced CheckAndUpdateTree). Is this on purpose?

— Reply to this email directly, view it on GitHub https://github.com/NonStaticGH/CPathHostProject/issues/3, or unsubscribe https://github.com/notifications/unsubscribe-auth/A3I6RJKQDCZ4ARQHL4HFSPTWOOK6JANCNFSM6AAAAAATGEWTMM . You are receiving this because you are subscribed to this thread. Message ID: @.***>

Louspirit commented 1 year ago

CpathGroundPrio works already by increasing the precision a lot (Smoothing pass at 1, Voxel size at 35 and User Data at 500). So in terms of performance, it would be better to implement an accurate check, as you mentioned. Have you considered open source it instead? You could earn an Epic Megagrant with the community helping you. Pushing it to better performance, with an integrated AI process, it could become a reputated plugin.

Louspirit commented 1 year ago

What is the performance difference between the CpathGroundPrio example in the plugin and the one you made in your advanced tutorial video? In your opinion, how would the performance be if I implemented my own solution with four direction lines traces? Overall concerning the perfs, I see a to-be-defined section in your documentation. Have you a time frame estimation for it?

Good luck on your Engineering Thesis!✊

NonStaticGH commented 1 year ago

The one i implemented in tutorial is pretty much the same as in the plugin, there should be no difference. Adding more traces will slow the generation process, but if your volume is not very dense then it shouldnt be a problem. You can even add more than 4 line traces and see if the performance changed to make sure it's ok, I can't test every possibility

On Tue, Jan 17, 2023, 22:27 Guillaume Escarieux @.***> wrote:

What is the performance difference between the CpathGroundPrio example in the plugin and the one you made in your advanced tutorial video? In your opinion, how would the performance be if I implemented my own solution with four direction lines traces? Overall concerning the perfs, I see a to-be-defined section in your documentation. Have you a time frame estimation for it?

Good luck on your Engineering Thesis!✊

— Reply to this email directly, view it on GitHub https://github.com/NonStaticGH/CPathHostProject/issues/3#issuecomment-1386072895, or unsubscribe https://github.com/notifications/unsubscribe-auth/A3I6RJP5OZNRTC7BO7OYSV3WS4FDZANCNFSM6AAAAAATGEWTMM . You are receiving this because you commented.Message ID: @.***>