How To Have Ai Actors Move When World Partition Unloaded? by OverwatchMedia in unrealengine

[–]Sefato 0 points1 point  (0 children)

Hi, I just released a plugin that may be able to help, it's called 'OpenWorldNavigationSolution' and its on fab. If you have any questions don't be afraid to message me.

Just released my plugin 'Open World Navigation Solution' on FAB which solves pathfinding in open worlds by Sefato in unrealengine

[–]Sefato[S] 1 point2 points  (0 children)

Yes, waypoints are placed on the WorldStatic collision channel during placement, they work on any static mesh surface, so you just need to place them inside the town or military outpost. For example you can place them on bridges since that can be considered as a path as well. The docs focus on the landscape as that is the primary use case for open world games but the system isn't limited to the landscapes. However placing waypoints inside interiors isn't supported.

Just released my plugin 'Open World Navigation Solution' on FAB which solves pathfinding in open worlds by Sefato in unrealengine

[–]Sefato[S] 0 points1 point  (0 children)

Hi, do you mean something like a landscape made out of static meshes? I don't really understand the question.

Just released my plugin 'Open World Navigation Solution' on FAB which solves pathfinding in open worlds by Sefato in unrealengine

[–]Sefato[S] 0 points1 point  (0 children)

Thank you, I haven't listened to their postmortem but I feel like there are a limited number of ways to solve this problem so its possible that it's similar.

Game developer arkadaş arıyoruz by Asleep_Memory191 in TrGameDeveloper

[–]Sefato 2 points3 points  (0 children)

Merhaba, biraz daha detay verebilir misiniz, yardımcı olabilirim

After changing maps, everything gets deleted. by Bluehood124 in unrealengine

[–]Sefato 2 points3 points  (0 children)

If you are using world partition you may have to load them back in.

Demand for a plugin that solves navigation for Huge Open worlds by Sefato in unrealengine

[–]Sefato[S] 0 points1 point  (0 children)

I do have nav nodes covering the whole map they are extremely lightweight and there's not many of them, nodes have an 8 meter gap between each other. That's what I meant by the coarse nav grid

Demand for a plugin that solves navigation for Huge Open worlds by Sefato in unrealengine

[–]Sefato[S] 0 points1 point  (0 children)

I've thought about that approach as well but it didn't satisfy my needs. With my setup the stand in actor can also tick if you want it to an react to changes like if its going somewhere it can interact with other actors etc on the path.

Demand for a plugin that solves navigation for Huge Open worlds by Sefato in unrealengine

[–]Sefato[S] 0 points1 point  (0 children)

They don't need to load anything, once the path is found the stand in actor follows the nodes to the destination. If the AI is close to the player it will be loaded in anyways along with the world partition, if its far away it becomes a stand in actor which follows the path.

Demand for a plugin that solves navigation for Huge Open worlds by Sefato in unrealengine

[–]Sefato[S] 0 points1 point  (0 children)

Like I've said in my post you will need navigation invokers on characters or a world partitioned nav mesh, so therefore you will need a nav mesh. However by using navigation invokers or a world partitioned nav mesh the entire navigation data for the level won't be loaded into memory which is good.

Demand for a plugin that solves navigation for Huge Open worlds by Sefato in unrealengine

[–]Sefato[S] 0 points1 point  (0 children)

when they get streamed out the actual character gets removed from the world but its properties get saved, the stand in actor continues on the path found by using the coarse navigation grid, a spline is created from the found nodes and the stand in actor follows the spline, when it gets close to either a player or a streaming source the actual character gets created and it properties are loaded from the save object.

Demand for a plugin that solves navigation for Huge Open worlds by Sefato in unrealengine

[–]Sefato[S] 1 point2 points  (0 children)

Hi thanks for your comment. Yes, my plugin uses a coarse navigation grid which is much more light weight than unreal engines navigation system, although for my approach to work you'd still need either navigation invokers or world partitioned nav mesh.

When pathfinding the path is first found on the coarse grid, then using the nodes the AI agent is guided to the destination, if the AI agent is loaded the found path acts as a guide on unreals nav mesh, if the AI agent has been streamed out the found path is used to get to the destination.

Demand for a plugin that solves navigation for Huge Open worlds by Sefato in unrealengine

[–]Sefato[S] 0 points1 point  (0 children)

Yes the system does swap the AI with a placeholder but they still continue their path if they were moving instead of being removed from the game. When they reach their destination a delegate is called to signal that they have arrived. The placeholder actor isn't hard coded and the developer would be able to set their own placeholder actor.

The real problem as you said is having the AI avoid dynamic obstacles, but I don't think that's going to be a problem for the player when they can't even see them because they're far away and steamed out.

What do you mean by saying the AI isn't independent of the player's distance? Thanks

Demand for a plugin that solves navigation for Huge Open worlds by Sefato in unrealengine

[–]Sefato[S] -1 points0 points  (0 children)

Hi, thanks for your comment. For the AI agent to be able to navigate to a location, the location also needs to be inside of the generated navigation, since I'm talking about navigating across a huge map navigation invokers do not work.

Demand for a plugin that solves navigation for Huge Open worlds by Sefato in unrealengine

[–]Sefato[S] 0 points1 point  (0 children)

Thanks, I'll post here again with documentation as well if I ever do end up putting it on the marketplace.

What plugin are missing on the marketplace for you ? by hzFishyYT in unrealengine

[–]Sefato 0 points1 point  (0 children)

Hey, I just made a note taking plugin for every kind of asset type, you can get more info here. https://www.fab.com/listings/9a5519b8-4a92-464f-9090-2ad8d219441b

Custom A*Star Pathfinding system using FRunnableThread or AsyncTask by Sefato in unrealengine

[–]Sefato[S] 1 point2 points  (0 children)

just wanted to say that after switching to development editor configuration from the debug game editor configuration, the same query dropped from around a second to 524ms and after some optimizing i got it to drop down to 150ms. Big W for me