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Natural Movement - AI Smoothing System

Natural Movement - AI Smoothing System

Updated
2024-09-10
VIP
Blueprints
Engine version
5.4
Download type
Asset Pack
File size
136 MB
Only For Premium or VIP Users
Description

Tired of your AI agents' robotic movements? Easily smooth and stylize their movements by adding a single component.

The shortest path isn't always the best. With this Plug & Play component, give your agent's movements a more natural pace, avoiding the robotic motions of default pathfinding. Fully made in blueprint.

 

--- v.1.1 ---

 

New Features:

- Dynamic Direction Interpolation basesd on Current|Desired Direction (higher angle faster interpolation)

- Dynamic Throttle based on Current|Desired Direction (Higher angle lower throttle)

 

Debugging: 

- Nav Path Visualization 

 

Demo:

- Aerial View | Attached Cam Toggle

- Default NPC Vs Steering Movement NPC Toggle

- NPC Max Speed & Yaw Rotation Rate Control

- Show|Hide Control Panel

 

--- v.1.2 ---

 

- New Features:

- (Advanced) Custom Direction Input: Enable integration to other movement system based on directional inputs

- (Advanced) Auto Manage Feed: Disable to send natural smoothing behavior to other movement systems.

 

--- v.1.3 ---

 

- Removed Tick Event from the component replaced to Internal Timer. (Avoids Project Settings)

- Toggle Component Volume (Automatically Disables NaturalMovement when in this area)

- Custom Goal or Direction + Custom Acceptance Radius (CustomMode Only)

- Custom Throttle Toggle Function (Enable/Disable Throttle when In custom Mode)

- Debug Context arrows Now Match Trace Lenght

- Actor Agent Support

Technical Details

Features:

  • Plug&Play
  • Various Customization Settings
  • Additive to Default Move To and Any Pathfinding system
  • Context Steering for obstacles
  • Full Blueprint
  • No Code Required

 

Number of Blueprints: 2 (Core) + 6 (demo purposes)

Network Replicated: (Not Required)

Supported Development Platforms: Any

 

Important/Additional Notes: Enable "Use Acceleration for paths" in your Character Movement Component.

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