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Mass AI State Machine Demonstrator #8
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I created a clean fork and made a dfs pathing processor that uses zone graph and displays the path along the zone graph shapes. I thought it might be helpful to show how the Zone Graph system is structured (and how mass AI might use it) since the testing actor provided in the modules is not very easy to understand. Planning to clean up some tasks that I have made to show the state machine tree module in conjunction with something like this.
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Hello @Fangrelle ! Any additional information on how the zone-graph works for custom use cases is really welcomed specially for the documentation bit, so please, keep us posted with your changes. We will try to find a way to incorporate them upstream once you mature your fork. However, our main priority right now is to stick first to the built-in stuff and display the functionality of the |
Nice. Currently my plans are to make various Once I have some of the basic functions and state tree nodes ( For now I can only use the premade |
I have setup majority of the test and example stuff for my AI ZoneGraph example, I am going to finish fixing up and adding some the functionality for Then ill clean up. Currently there are several AI guys that will walk (with dfs (stupid but makes long paths that make it easy to see the logic)) to the last player location and will not stop until they reach the destination (I havent setup the caching properly yet) and they will run from danger (player press E).
After fixing up the last bits I should encompass most of the currently existing MassAI stuff. Unless my brain as just had a skip in consciousness I should say that as far as I can tell there does not appear to be any actual inbuild A->B pathfinding nodes in MassAI, the current pathfinding functionality consists of active step by step short range pathfinding (run away 1 or 2 lanes away) from danger. But it is setup to easily allow for pathfinding and optimized pathing caching. |
Hey, @vorixo and/or @Megafunk I have done most of what I wanted to do for AI ZoneGraph stuff now. Basically used making example to understand the ZoneGraph ECS stuff. The code logic is basically done I need to change some things here and there to align with none spagetti practices, eg: There is a brief description of the setup on my fork and the AITestMap should work out of the box (I think). If you want the example to be added to main tell me and I can update/rejig and request to stick it in. |
Hello @Fangrelle, we are still figuring out how to organize the project to make it accessible to newcomes, specifically we are interested in making the C++ examples self-contained in folders - maybe not in UE modules - but in separate directories that users interested in a specific topic could navigate without many issues. We are also looking after clear and easy-to-read code and folder hierarchy following Epic's standards. We'll push a couple of commits doing this extra effort, so future contributions will be simpler. As for the documentation, feel free to append your documentation changes (README.md) in a separate PR, so we can peer-review it separately. Since this is the first formal contribution that contains relevant code to shape the future of MassSample, we'll go through the following steps that we'll monitor in this post:
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Created an initial draft pull request. #19. |
I added a very simple navmesh statemachine setup to the code. It's super early on and will likely change heavily as I change my assumptions about how both navmesh and mass navigation are supposed to be used. |
Showcase and documentation on how the Mass AI State Machine works.
A Section for AI specific things is appropriate.
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