Walkers detect vehicles while walking.
Improvements in the settings
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parent
1529a5a5f6
commit
fa436b1fb8
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@ -14,24 +14,24 @@ TransitionMap=/Game/Maps/Town01.Town01
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[/Script/Engine.RendererSettings]
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[/Script/Engine.RendererSettings]
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r.DefaultFeature.MotionBlur=False
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r.DefaultFeature.MotionBlur=False
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r.AllowStaticLighting=False
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r.AllowStaticLighting=True
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r.DiscardUnusedQuality=True
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r.DiscardUnusedQuality=True
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r.DefaultFeature.Bloom=False
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r.DefaultFeature.Bloom=False
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r.DefaultFeature.AmbientOcclusion=False
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r.DefaultFeature.AmbientOcclusion=True
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r.DefaultFeature.AmbientOcclusion=0
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r.AmbientOcclusionLevels=0
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r.AmbientOcclusionLevels=0
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r.DefaultFeature.AmbientOcclusionStaticFraction=False
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r.DefaultFeature.AmbientOcclusionStaticFraction=0
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r.DefaultFeature.AutoExposure=False
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r.DefaultFeature.AutoExposure=0
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r.CustomDepth=3
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r.CustomDepth=3
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r.RHICmdBypass=0
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r.RHICmdBypass=0
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r.DefaultFeature.AntiAliasing=2
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r.DefaultFeature.AntiAliasing=2
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r.Streaming.PoolSize=2000
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r.Streaming.PoolSize=2000
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r.HZBOcclusion=0
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r.HZBOcclusion=0
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r.EarlyZPass=2
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r.MinScreenRadiusForLights=0.01
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r.EarlyZPassMovable=1
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r.SeparateTranslucency=0
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r.SeparateTranslucency=0
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r.FinishCurrentFrame=1
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r.FinishCurrentFrame=1
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r.MotionBlurQuality=0
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r.MotionBlurQuality=0
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r.PostProcessAAQuality=3
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r.PostProcessAAQuality=1
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r.BloomQuality=1
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r.BloomQuality=1
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r.SSR.Quality=0
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r.SSR.Quality=0
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r.DepthOfFieldQuality=0
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r.DepthOfFieldQuality=0
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@ -43,10 +43,13 @@ r.LensFlareQuality=0
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r.SceneColorFringeQuality=0
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r.SceneColorFringeQuality=0
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r.FastBlurThreshold=0
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r.FastBlurThreshold=0
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r.SSR.MaxRoughness=0.1
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r.SSR.MaxRoughness=0.1
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r.AllowOcclusionQueries=True
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r.AllowOcclusionQueries=1
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r.SSR=0
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r.SSR=0
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r.StencilForLODDither=True
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r.StencilForLODDither=1
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r.EarlyZPassOnlyMaterialMasking=True
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r.EarlyZPass=1
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r.EarlyZPassMovable=1
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r.Foliage.DitheredLOD=0
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r.ForwardShading=False
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[/Script/AIModule.AISense_Sight]
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[/Script/AIModule.AISense_Sight]
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bAutoRegisterAllPawnsAsSources=False
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bAutoRegisterAllPawnsAsSources=False
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@ -224,6 +224,12 @@ void AWalkerAIController::SenseActors(const TArray<AActor *> Actors)
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}
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}
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}
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}
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void AWalkerAIController::TrySetMovement(bool paused)
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{
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if(paused) TryPauseMovement(false);
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else TryResumeMovement();
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}
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void AWalkerAIController::TryResumeMovement()
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void AWalkerAIController::TryResumeMovement()
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{
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{
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if (Status != EWalkerStatus::Moving) {
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if (Status != EWalkerStatus::Moving) {
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@ -40,6 +40,7 @@ public:
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FNavPathSharedPtr* OutPath = nullptr) override;
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FNavPathSharedPtr* OutPath = nullptr) override;
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virtual void OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult &Result) override;
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virtual void OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult &Result) override;
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void SenseActors(TArray<AActor *> Actors);
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void SenseActors(TArray<AActor *> Actors);
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@ -49,10 +50,13 @@ public:
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return Status;
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return Status;
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}
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}
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UFUNCTION(BlueprintCallable)
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void TrySetMovement(bool paused);
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private:
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private:
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void TryResumeMovement();
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void TryResumeMovement();
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void TryPauseMovement(bool bItWasRunOver = false);
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void TryPauseMovement(bool bItWasRunOver = false);
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UFUNCTION()
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UFUNCTION()
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@ -63,4 +67,5 @@ private:
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UPROPERTY(VisibleAnywhere)
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UPROPERTY(VisibleAnywhere)
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EWalkerStatus Status = EWalkerStatus::Unknown;
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EWalkerStatus Status = EWalkerStatus::Unknown;
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};
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};
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