59 lines
2.4 KiB
Plaintext
59 lines
2.4 KiB
Plaintext
==================================================
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New Path Builder and visualizer for Unreal Editor
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==================================================
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The new Paths Builder has been rewritten from scratch to address limitations in the original pathing code
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and to produce paths using a more predictable, simple behaviour.
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It will be available through a button on the brush builders' panel.
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==================
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Building process:
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Every pair of Navigation Points are sorted by distance prior to creation of ReachSpecs.
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Then said ReachSpecs will be created by said order of distance between it's ends.
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The main purpose of this is to completely eliminate the old "Paths Prune" process which becomes erratic
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after the paths list (16) fills in areas full of Navigation Points.
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Since all short paths are built first, it becomes easier to see if a long path already has a set of
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short routes connecting them which makes discarding the long path a lot easier.
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The new criteria to discard routes is more aggresive at shorter distances which prevents
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overcrowding of reachspecs in places full of Navigation Points (ex: areas full of items).
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The theoretical maximum distance is 2000, but it may be lower in specific areas/routes.
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====================
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Special ReachSpecs:
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An additional rule to the Paths Builder has been added.
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Just like a Trigger uses Event >> Tag to send signals to Actors in the game, the Paths Builder will
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Attempt to create a one-way 'special' ReachSpec from points with Event to points with matching Tag.
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Logic:
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B.Tag = 'Destination'
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A.Event = 'Destination'
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R_SPECIAL ReachSpec created with Start=A, End=B, Distance=500 (same type as Teleporters, Lift paths)
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=========
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Markers:
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As usual, markers will be spawned for Inventory and Warp zones with the difference that if a marker
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is unhidden from Unreal Editor, it will not be deleted/respawned when the new Path Builder is run.
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Placement of markers considers the smaller collision size of a UT player and uses additional placement
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methods when the marker doesn't initially fit in the item's spot.
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Said methods consist on a walk simulation from another nearby Navigation Point.
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=====================
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Reachability checks:
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The builder runs additional reachability checks in case of failure, these reachability checks
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allow the builder to jump over multiple obstacles and ledges.
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If Navigation Points still fail to connect when on ramps or stairs, consider moving the node closer to
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the ground or using Event >> Tag linking.
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