Merry Christmas!
- Category: Site
Back in the UK for a few days now. I managed to get the asynchronous pathfinding added to the UESVON plugin yesterday.
The code is super rough right now, as I just copy pasta'd the existing AI MoveTo task and chopped it up to suit my needs.
On the plus side, I kinda know my way around the behaviour node boilerplate in UE at last. I'll give the code a proper cleanup after Christmas and start thinking about properly polishing it up and making it API stable.
Still some infuriating edge cases where pathfinding seems a bit off sadly, but at least it's not routing through obstacles anymore :)
Have a good Christmas!
UESVON Fixes and Debugging Improvements
- Category: Site
Lost half a day fighting the Unreal debug text drawing, but eventually fixed the recursive neighbour node finding algorithm.
Enhanced the debugging options, so that the Visual Logger now shows a volumetric rendering of the octree path that's been found.
Still some strange results coming out of the pathfinder sometimes to track down, but things are steadily improving :)
UESVON Debugging
- Category: Site
Been working my through the Visual Debugger in UnrealEngine. Lots of local changes for UESVON.
First up I've added volumetic rendering of the path debug. It's got me thinking that I really need to look into navigating an optimal route through the tunnel, rather than just using node centers....interesting challenge....
More UESVON Updates
- Category: Site
A productive day!
- Implemented an SVONMoveTo BTTask and AITask in UESVON.
- Learned my way around the Unreal behavior tree system, something I've been meaning to do for months
- Learned how to disassemble and repair Geberit in-wall toilet systems :P
Exciting stuff, I'm sure you'll agree.
Tomorrow the plan is to build out the demo level for the UESVON plugin with some complex whitebox geometry so there is a test area for benchmarking and fixing bugs.