Closed magxmaDUCK closed 2 years ago
Unfortunately, both of these sound like bugs I need to look into...
I had a look in the C++ and it seems like auto-attack isnt pre made, I found the functions needed to do it however when looking for references to them there aren't any that come back, so i'm guessing the units not auto attacking is not a bug but is simply just not implemented ?
However for the building part I have yet to figure it out, it really is a random occurence. If I find anything I will keep you updated !
Hi, I found the same problem. The AI perception is not implemented. In C++ it is mentioned, but never triggered.
I can confirm this has been multiple bugs, actually. While you've been right in that the function FindTargetInAcquisitionRadius
isn't called anywhere in C++, it's called in the behavior tree service RTSBTService_AcquireTargets
. However, I've found a bug in that service that caused the AI to check whether the unit's target was valid (which is never the case while the unit is idle).
Then, I've found a second bug in how the AI was sweeping for nearby possible targets. I've added a configuration property Acquisition Object Types to the RTSPawnAIController
that you need to set in your pawn AI controller blueprint (e.g. to WorldDynamic
or Pawn
, depending on the collision object types you're using for your units). I've updated the manual accordingly.
Fixed in https://github.com/npruehs/ue4-rts/commit/384c55198cd0a7cd3a444164c3e6936c02275783.
For the Building placement, I have a unit (made from a character) that can build a house. The unit moves to the build site but randomly starts building or not. It also seems that the unit has a jitter uppon arrival at the build site. I have also tried the same with a unit using the RTSMovementComponent and have the exact same result.
For the AI, Well it simply doesn't auto attack other units in range. They only attack if I explicitly tell them to, and only attack the aimed unit. I have followed the Manual to make the units and the only difference is that i did not add the "RTSAttackableComponent" as it doesnt show up in the add component window, so I'm guessing it was changed with the gameplay tag.
I also wanted to thank you for this great plugin !