Walkers detect vehicles while walking.

Improvements in the settings
This commit is contained in:
CVC\jbelon 2018-02-23 15:30:13 +01:00
parent 1529a5a5f6
commit fa436b1fb8
3 changed files with 26 additions and 12 deletions

View File

@ -14,24 +14,24 @@ TransitionMap=/Game/Maps/Town01.Town01
[/Script/Engine.RendererSettings]
r.DefaultFeature.MotionBlur=False
r.AllowStaticLighting=False
r.AllowStaticLighting=True
r.DiscardUnusedQuality=True
r.DefaultFeature.Bloom=False
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusion=True
r.DefaultFeature.AmbientOcclusion=0
r.AmbientOcclusionLevels=0
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.AmbientOcclusionStaticFraction=0
r.DefaultFeature.AutoExposure=0
r.CustomDepth=3
r.RHICmdBypass=0
r.DefaultFeature.AntiAliasing=2
r.Streaming.PoolSize=2000
r.HZBOcclusion=0
r.EarlyZPass=2
r.EarlyZPassMovable=1
r.SeparateTranslucency=0
r.MinScreenRadiusForLights=0.01
r.SeparateTranslucency=0
r.FinishCurrentFrame=1
r.MotionBlurQuality=0
r.PostProcessAAQuality=3
r.PostProcessAAQuality=1
r.BloomQuality=1
r.SSR.Quality=0
r.DepthOfFieldQuality=0
@ -43,10 +43,13 @@ r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.AllowOcclusionQueries=True
r.AllowOcclusionQueries=1
r.SSR=0
r.StencilForLODDither=True
r.EarlyZPassOnlyMaterialMasking=True
r.StencilForLODDither=1
r.EarlyZPass=1
r.EarlyZPassMovable=1
r.Foliage.DitheredLOD=0
r.ForwardShading=False
[/Script/AIModule.AISense_Sight]
bAutoRegisterAllPawnsAsSources=False

View File

@ -224,6 +224,12 @@ void AWalkerAIController::SenseActors(const TArray<AActor *> Actors)
}
}
void AWalkerAIController::TrySetMovement(bool paused)
{
if(paused) TryPauseMovement(false);
else TryResumeMovement();
}
void AWalkerAIController::TryResumeMovement()
{
if (Status != EWalkerStatus::Moving) {

View File

@ -40,6 +40,7 @@ public:
FNavPathSharedPtr* OutPath = nullptr) override;
virtual void OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult &Result) override;
UFUNCTION(BlueprintCallable)
void SenseActors(TArray<AActor *> Actors);
@ -49,10 +50,13 @@ public:
return Status;
}
UFUNCTION(BlueprintCallable)
void TrySetMovement(bool paused);
private:
void TryResumeMovement();
void TryPauseMovement(bool bItWasRunOver = false);
UFUNCTION()
@ -63,4 +67,5 @@ private:
UPROPERTY(VisibleAnywhere)
EWalkerStatus Status = EWalkerStatus::Unknown;
};