Easy to integrate Vehicle AI using the Nav Mesh

使用导航网格易于集成车辆AI

Features:

  • NavMesh based path following
  • Quick and easy integration
  • Automatic throttle and braking based on a desired speed
  • Detour Crowd Avoidance compatible
  • Simple stuck detection gets AI moving again after becoming stuck (can be overridden for custom unstuck behaviour)
  • Handling is controlled by physical properties so fits many vehicle types

Code Modules: Runtime: VehicleAIPlugin

Number of Blueprints: 0

Number of C++ Classes: 9

Network Replicated: No

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows

Documentation: Link

Example Project: Link (4.22-4.24) Link (4.25-4.27), Link (5.0)

Important/Additional Notes:

  • Example content shown in video (Driveable Vehicle Pack) is not included
  • This plugin is for generic vehicles to use the Navigation Mesh. It will not provide an out of the box solution for racing games or traffic simulations, although it can provide a basis for them as shown in the example project.

特征:

  • 基于NavMesh的路径如下
  • 快速简便的集成
  • 基于所需速度的自动油门和制动
  • 绕道人群避免兼容
  • 简单的卡住检测让AI在卡住后再次移动(可以复盖自定义的非卡住行为)
  • 处理是由物理性质控制的,因此适合许多车辆类型

代码模块:运行时:车辆

蓝图数目: 0

C++类数: 9

网络复制:没有

支持的开发平台:窗户

支持的目标构建平台:窗户

文件: 连结

示例项目: 连结 (4.22-4.24) 连结 (4.25-4.27), 连结 (5.0)

重要/附加注意事项:

  • 视频中显示的示例内容(可驾驶车辆包)不包括在内
  • 这个插件是为通用车辆使用导航网格. 它不会为赛车游戏或交通模拟提供开箱即用的解决方案,尽管它可以为它们提供基础,如示例项目所示。










Preview Video

Downloadable Demo

The Vehicle AI Plugin is a simple, effective way to get AI controlled vehicles using the NavMesh into your game. The plugin uses a customized version of the PathFollowingComponent to control the steering, throttle and brakes of your vehicle. The vehicle uses the Navigation Mesh, which makes it super fast to integrate to your own project. Simply use the normal AI Move To and it will find its way there! Implement the included interface to be able to use it on special vehicles, such as Tanks or N-Wheeled vehicles, or use it to customize the steering, throttle or braking, to get better results. The plugin also includes other useful features that make it a perfect starting point to use for any type of Vehicle AI you wish to implement. See the preview video to see some of those features in action.

Video Tutorials

Unreal Engine 5.0 Update Notes:

PhysX dependencies have been removed from the plugin – you must use the interface system. This has the added advantage of reducing the plugin dependencies for those using third party vehicle systems or still compiling the engine for PhysX.

1.6 Version Update Notes (available 5.0+ only):

Added

  • New spline following function – This works better than the older function and will generally follow the spline relatively precisely, and gives a good starting point for racing games (Note, this is not an out of the box solution for a racing game however other aspects such as choosing an appropriate racing line will be up to you).

Changed

  • Updated example project with new spline following function for the racing example.
  • Moved most underused properties under ‘advanced’ sections on the Path Following Component. These properties are provided for precise tweaking but shouldn’t need to be used by most users unless you want to get very precise behaviour.
  • Improved braking and slowdown behaviour based on physical properties of the vehicle (have to be manually changed in the Path Following Component however) – This should mean vehicles stick to a path more precisely, and slow down for very sharp corners.

Removed

  • Curve method of steering – Now uses PID controller only.
  • Variables that are no longer used or required, or are automatically calculated based on physical properties (eg. slowdown distance).

预览视频

可下载的演示

车辆AI插件是一个简单,有效的方式得到人工智能控制的车辆使用NavMesh进入您的游戏。 该插件使用自定义版本的PathFollowingComponent来控制车辆的转向,油门和刹车。 车辆使用导航网格,这使得它超级快速集成到您自己的项目。 只需使用正常的AI移动,它就会找到它的方式! 实现附带的接口,以便能够在特殊车辆上使用它,例如坦克或N轮车辆,或者使用它来定制转向,油门或制动,以获得更好的结果。 该插件还包括其他有用的功能,使其成为您希望实现的任何类型的车辆AI的完美起点。 请参阅预览视频,了解其中的一些功能。

短片教程

虚幻引擎5.0更新说明:

PhysX依赖项已从插件中删除-您 必须使用接口 系统。 这还有一个额外的好处,那就是减少了那些使用第三方车辆系统或仍然编译物理引擎的插件依赖性。

1.6版本更新说明(只提供5.0+版本):

补充道

  • 新的样条跟随函数-这比旧的函数效果更好,通常会相对精确地跟随样条,并为赛车游戏提供了一个很好的起点(注意,这不是赛车游戏的开箱即用的解决方案,但是其他方面,如选择合适的赛车线将取决于你)。

改变了

  • 更新的示例项目与新的样条跟随函数的赛车示例.
  • 将大部分未充分使用的属性移动到组件后面路径上的”高级”部分下。 这些属性用于精确调整,但大多数用户不需要使用,除非您想要获得非常精确的行为。
  • 根据车辆的物理特性改进制动和减速行为(但必须在路径跟随组件中手动更改)-这意味着车辆更精确地坚持路径,并在非常尖锐的角落减速。

已删除

  • 转向曲线方法-现在只使用PID控制器.
  • 不再使用或需要的变量,或根据物理属性自动计算的变量(例如)。 减速距离)。
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