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V5.2
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Трейлер / Trailer:
Платформа для реализации механики обложек для AI. Полностью процедурная и динамическая - настройте ее только один раз, и она работает везде.
The framework can be used to implement cover mechanics for an AI. It analyzes the level geometry to generate cover information that the AI can use in its decision-making. The system is fully procedural and dynamic - no hand-placing is required. Furthermore, the system can adapt to changes in level geometry, so movable objects can be used as a cover. The build process is executed in a separate worker thread, allowing non-blocking runtime generation.
The plugin introduces a set of tools that can be used to implement cover mechanics for your AI, including new behavior tree nodes and environment queries.
The system is implemented in C++ to get the advantage of multi-threading and compact entity memory for faster performance.
The plugin introduces a set of tools that can be used to implement cover mechanics for your AI, including new behavior tree nodes and environment queries.
The system is implemented in C++ to get the advantage of multi-threading and compact entity memory for faster performance.
Технические детали / Technical Details:
AI Cover System update 1.3
- Added: Manual Cover Point - points that can be hand-placed to level to generate covers to arbitrary locations.
Technical Details
Features:
- Procedural cover generation from level geometry
- Blueprint API to access the generated cover data
- Multi-threaded dynamic runtime generation of covers
- Behavior tree library to implement cover mechanics for an AI
- AICoverSystem (Runtime)
Number of C++ Classes: 15
Network Replicated: No
Supported Development Platforms: Windows
Supported Target Build Platforms: Windows, (others not tested)
Documentation:
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Cover mechanics example project:
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Important/Additional Notes:
The plugin does not provide ready-working AI - you must implement the game-specific mechanics yourself. Check the example project for basics.
V1.3.0 UE V5.2
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