




Features (Details in product description):
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A spline path-following component
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AI Push System
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Sphere AI Push Component (Not replicated)
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Dynamic obstacles real-time avoidance
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Avoidance System for pawns
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Quadruped IK Control Rig
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Biped IK Control Rig
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Spine & Tail Control Rig
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Dynamic Speed
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Dynamic Rotation Rate
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Navmesh validation
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Root Motion Support
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Predefined AI Controller Presets
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Custom Data Asset Presets
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Smart Spline Regeneration
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Multiple Optimization Options
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Coded in C++
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Non-Destructive Integration
Code Modules:
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EnhancedAIMovement (Runtime)
Number of Blueprints (AI Controllers presets) : 9
Number of Control Rig: 3
Number of C++ Classes: 6
Network Replicated: Path following seems to be replicated by default (tests were limited to Listen Server only). To replicate Control rig spine bending and use root motion animations please follow the written documentation. AI Push Component not replicated.
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64
Documentation Link: Written documentation
Important/Additional Notes:
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This plugin assumes basic knowledge of AI in Unreal engine and blueprints (no C++ is needed).
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None of the 3d models and animations in the showcase videos, demo, images and documentation are included with the plugin.
功能(产品说明中的详细信息):
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样条路径跟随组件
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AI推送系统
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Sphere AI推送组件(未复制)
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动态障碍物实时避让
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典当的避让制度
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四足IK控制钻机
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双足IK控制钻机
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脊柱和尾部控制钻机
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动态速度
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动态旋转速率
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Navmesh验证
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根运动支持
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预定义的AI控制器预设
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自定义数据资产预设
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智能样条再生
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多种优化选项
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用C++编码
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非破坏性集成
代码模块:
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EnhancedAIMovement(运行时)
蓝图数量(AI控制器预设):9
控制钻机数量:3
C++类数:6
网络复制:默认情况下,以下路径似乎被复制(测试被限制为 监听服务器 只)。 要复制控制钻机脊柱弯曲和使用根运动动画,请遵循书面文档. AI推送组件未复制。
支持的开发平台:Win64
支持的目标构建平台:Win64
文档链接: 书面文件
重要/附加注意事项:
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此插件假定具备虚幻引擎和蓝图中AI的基本知识(不需要C++)。
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展示视频,演示,图像和文档中的3d模型和动画都不包含在插件中。
Enhanced AI Movement is a set of tools designed to make your AI movements smoother and more natural. It generates customizable splines (instead of straight lines) for AI trajectories, making their movements more realistic. The Quadruped and Biped IK control rigs ensure your AIs maintains a contact with the ground, preventing them from floating in the air on slopes. Additionally, the plugin contains another control rig that bends spines and tails while turning, enhancing the fluidity of movements. A real-time avoidance system, based on simulated sensors, is also included. It allows to smoothly move around other AIs and dynamic obstacles, such as moving platforms or vehicles, without relying on dynamic navmesh.
📺 Showcase : Showcase video link
📺 Five minutes simulation showcase in a forest environment: Showcase video link
💡 Tutorial if you don’t already have an AI : Long Tutorial link
💡 Tutorial if you already have an AI : Short Tutorial link
📋 Documentation : Documentation link
🗨️ Discord : https://discord.gg/cuy547euCd
🎮 Demo : Demo Link (v1.2.0)
* This plugin assumes basic knowledge of AI in Unreal engine and blueprints (no C++ is needed).
** None of the 3d models and animations in the showcase videos, demo, images and documentation are included with the plugin.
*** Your AIs need to use the Character Movement Component.
Features
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A spline path-following component extends Unreal’s default path following component by creating customizable spline trajectories instead of linear segments. The parameters allow you to adjust the shape and size of the turn radius or add zig-zags of varying sizes and frequencies while still using the default pathfinding on navmesh.
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AI Push System : An AI push system has been introduced in v1.4.0, allowing AIs to push each other to prevent them from getting stuck in crowded spaces. The system also transfers forces between AIs, making their movement more natural and crowd-like.
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Sphere AI Push Component : An actor component that you can add to your player (Standalone mode only) to push AIs while moving whether the AIs are moving or not.
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Dynamic obstacles real-time avoidance : Uses simulated sensors to make AIs smoothly avoid most dynamic obstacles, such as physics objects moved by the player, moving platforms, or vehicles without them being on the Navmesh.
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Avoidance System for pawns : the plugin has a custom implementation for Pawn avoidance reusing the sensors (which replaces RVO or the Detour Crowd Manager) allowing AIs to avoid each other smoothly. Each AI is assigned a random priority so that some slow down to let other AIs pass.
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Navmesh validation: The generated splines are checked and modified before being finalized to ensure they always stay on the navmesh. The plugin includes checks to verify that all spline points remain connected.
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Quadruped IK Control Rig : Applies a full-body rotation pass before the full-body IK to ensure animals maintain a natural posture on slopes and don’t appear to float.
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Biped IK Control Rig : Ensures bipeds stay on the ground on slopes and dynamically bends the spine forward or backward, simulating balance adjustments.
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Spine & Tail Control Rig : Bends the animal AI’s spine and tail procedurally while turning. Simplify your animals AI animation blueprint, by replacing most of your turning animations with one or two control rig nodes.
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Dynamic Speed : AI speed changes based on terrain slope (faster when going downard and slower upward) , slow down during turns, and random variations.
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Dynamic Rotation Rate : AI rotates slower when moving slow and faster when moving fast to look more natural.
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Root Motion Support: Option to use root motion animations, where forward movement is controlled by the animation and rotation is handled by the plugin’s spline path component.
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Predefined AI Controller Presets :
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Humanoids
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Small Quadrupeds (e.g., rabbits, squirrels, rats, etc.)
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Medium Quadrupeds (e.g., foxes, dogs, cats, wolves, deer, etc.)
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Large Quadrupeds (e.g., bears, rhinoceroses, hippopotamuses, etc.)
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Custom Data Asset Presets : Allow AI controller parameters to be shared between different AI types, even if they don’t have a common parent class and makes presets compatible with C++ AI Controllers.
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Smart Spline Regeneration : Splines regenerate only when necessary to improve AI tracking of moving targets.
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Optimizations :
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Sensors and IK traces running at a low frequency rate.
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The spline path system switching to default path following at a distance or when not rendered (standalone only).
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Sensors deactivating when not rendered or at a distance (standalone only).
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Compatibility : Works with ALS, EQS, and the Game Animation Sample Project. While future versions of the Game Animation Sample Project may introduce changes, the plugin has been tested with versions 5.4 and 5.5.
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Coded in C++ : The plugin is coded in C++ (except for control rigs) but is not required to use the plugin, most parameters are commented and accessible in blueprints.
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Non-Destructive Integration : Works by replacing the AI Controller, ensuring most of your previous AI-related code remains functional.
Support
Discord : https://discord.gg/cuy547euCd
Or you can also email me at :
cyril.ibrahim.gamedev@gmail.com
Version 1.4.0
Version log can be found in the documentation.
增强的AI运动 是一套工具,旨在让您的AI动作更流畅,更自然。 它为AI轨迹生成可自定义的样条(而不是直线),使其运动更加逼真。 该 四足动物 和 双足IK 控制钻机确保您的AIs与地面保持接触,防止它们在斜坡上漂浮在空中。 此外,该插件还包含另一个控件钻机, 弯曲棘和尾巴 转的同时,增强了动作的流动性。 A 实时规避 还包括基于模拟传感器的系统。 它允许在其他AIs和动态障碍物(如移动平台或车辆)周围平稳移动,而不依赖于动态navmesh。
📺展示 : 展示视频链接
▪森林环境中的五分钟模拟展示: 展示视频链接
如果您还没有AI,请使用教程 : 长教程链接
▪教程如果你已经有一个AI : 简短教程链接
📋文件 : 文档链接
)(不和谐 : https://discord.gg/cuy547euCd
🎮演示 : 演示链接(v1.2.0)
*此插件假定具备虚幻引擎和蓝图中AI的基本知识(不需要C++)。
** 展示视频,演示,图像和文档中的3d模型和动画都不包含在插件中。
***您的AIs需要使用角色移动组件。
特征
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样条路径跟随组件 通过创建可自定义的样条轨迹而不是线性段来扩展虚幻的默认路径跟随组件。 这些参数允许您调整转弯半径的形状和大小,或添加不同大小和频率的锯齿形,同时仍然使用navmesh上的默认寻路。
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AI推送系统 : 在v1.4.0中引入了AI推送系统,允许Ai相互推送,以防止它们卡在拥挤的空间中。 该系统还在Ai之间传递力量,使其运动更自然,更像人群。
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Sphere AI推送组件 : 一个actor组件,您可以将其添加到播放器(仅限独立模式),以便在移动Ai时推送Ai,无论Ai是否移动。
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动态障碍物实时避让 : 使用模拟传感器使AIs平稳地避开大多数动态障碍物,例如玩家移动的物理物体、移动平台或没有它们在Navmesh上的车辆。
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典当的避让制度 : 该插件有一个自定义实现的典当避免重用传感器(取代RVO或绕道人群管理器),允许AIs顺利地避免彼此。 每个Ai被分配一个随机优先级,以便一些放慢速度让其他Ai通过。
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Navmesh验证: 生成的样条在最终确定之前进行检查和修改,以确保它们始终保持在navmesh上。 该插件包括检查以验证所有样条点是否保持连接。
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四足IK控制钻机 : 在全身IK之前应用全身旋转传递,以确保动物在斜坡上保持自然姿势,并且看起来不会漂浮。
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双足IK控制钻机 : 确保两足动物在斜坡上停留在地面上,并动态地向前或向后弯曲脊柱,模拟平衡调整。
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脊柱和尾部控制钻机 : 弯曲动物AI的脊柱和尾巴程序,同时转动。 通过用一个或两个control rig节点替换大部分转弯动画,简化动物AI动画蓝图。
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动态速度 : AI速度根据地形坡度变化(向下时更快,向上更慢),转弯时减速以及随机变化。
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动态旋转速率 : AI在缓慢移动时旋转得更慢,在快速移动时旋转得更快,看起来更自然。
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根运动支持: 使用根运动动画的选项,其中前向运动由动画控制,旋转由插件的样条路径组件处理。
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预定义的AI控制器预设 :
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类人猿
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小型四足动物 (例如,兔子,松鼠,老鼠等。)
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中型四足动物 (例如,狐狸,狗,猫,狼,鹿等。)
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大型四足动物 (例如,熊,犀牛,河马等。)
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自定义数据资产预设 : 允许AI控制器参数在不同AI类型之间共享,即使它们没有共同的父类并使预设与C++AI控制器兼容。
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智能样条再生 : 样条仅在必要时重新生成,以改进移动目标的AI跟踪。
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优化 :
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传感器和IK迹线以低频率运行。
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样条路径系统切换到默认路径跟随在一个距离或不渲染(仅独立)。
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传感器在未渲染或远处停用(仅独立)。
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兼容性 : 与 ALS, EQS,而 游戏动画示例项目. 虽然游戏动画示例项目的未来版本可能会引入更改,但该插件已经过5.4和5.5版本的测试。
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用C++编码 : 该插件以C++编码(控件绑定除外),但不需要使用该插件,大多数参数都在蓝图中注释和访问。
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非破坏性集成 : 通过更换AI控制器来工作,确保以前与AI相关的大多数代码保持正常运行。
支援服务
不和谐 : https://discord.gg/cuy547euCd
或y你亦可电邮至 :
cyril.ibrahim.gamedev@gmail.com
版本1.4.0
版本日志可以在文档中找到。

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