Original Discord Post by michael_34577 | 2024-08-02 12:51:00
I am trying to assign a room in my museum that way my character will go to that room when told to is there a tutorial on how to set it up i tried using an object as the assignment in the room but the character seems to walk thru it
Reply by k3kalinix | 2024-08-02 12:53:15
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Reply by michael_34577 | 2024-08-02 14:51:05
I am trying to assign a room in my museum that way my character will go to that room when told to is there a tutorial on how to set it up i tried using an object as the assignment in the room but the character seems to walk thru it is there something im doing wrong i got the object marked in the room for him to go to but he starts and then disppears and says he cant find way or somethings blocking but the nav mesh shows no blocking and a clear way to the room
this in output log: ConvaiPlayerLog: UConvaiPlayerComponent: Found submix “AudioInput”
LogD3D12RHI: Display: Temp texture streaming buffer not large enough, needed 8388608 bytes
LogD3D12RHI: Display: Temp texture streaming buffer not large enough, needed 16777216 bytes
LogD3D12RHI: Warning: Descriptor cache ran out of sub allocated descriptor blocks! Moving to Context local View heap strategy
LogD3D12RHI: This should only happen in the Editor where it doesn’t matter as much. If it happens in game you should increase the device global heap size!
LogD3D12RHI: OnlineHeap RollOver Detected. Increase the heap size to prevent creation of additional heaps
LogWorld: UWorld::CleanupWorld for World_16, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
Hi <@1128706588539097099> and <@661194131929956358>, Let me share with you a few tips on governing the character’s movement
Adjust the pawn movement component on the character, you will find parameters that can control the walking speed, acceleration and deacceleration and other important properties that govern the movement, you can find many resources online for tuning the movement component as well as you can simply experiment with it.
when you ask the character to move to an object, it tries to move to its pivot, which in your case causes the character to go right through the object, you can fix that by a few ways:
placing an empty object right Infront of the quest object and name that object as the quest object
Add a collision around the quest object and then find a Boolean property named Can be stepped on or something along these lines on the object and make sure it is disabled.
Now regarding the character disappearing, I have a hypothesis that could be causing this issue, you see we have some logic running by tick on the ConvaiBaseCharacter blueprint, this logic basically keeps the character snapped to the ground by doing a ray trace from a point higher than the character towards a point below the character feet, and whatever point it first hits it will teleport the character to, so if the character accedintely collided with the room’s wall then the logic would teleport the character up the wall, or if the ceiling of the room is very low then the character would be teleported above the room, the only to fix that is to make sure the navigation mesh has some margin between it and the wall and that the ceiling is not very low
Reply by freezfast | 2024-08-05 13:59:16
Hi <@1128706588539097099> and <@661194131929956358>, Let me share with you a few tips on governing the character’s movement
Adjust the pawn movement component on the character, you will find parameters that can control the walking speed, acceleration and deacceleration and other important properties that govern the movement, you can find many resources online for tuning the movement component as well as you can simply experiment with it.
when you ask the character to move to an object, it tries to move to its pivot, which in your case causes the character to go right through the object, you can fix that by a few ways:
placing an empty object right Infront of the quest object and name that object as the quest object
Add a collision around the quest object and then find a Boolean property named Can be stepped on or something along these lines on the object and make sure it is disabled.
Now regarding the character disappearing, I have a hypothesis that could be causing this issue, you see we have some logic running by tick on the ConvaiBaseCharacter blueprint, this logic basically keeps the character snapped to the ground by doing a ray trace from a point higher than the character towards a point below the character feet, and whatever point it first hits it will teleport the character to, so if the character accedintely collided with the room’s wall then the logic would teleport the character up the wall, or if the ceiling of the room is very low then the character would be teleported above the room, the only to fix that is to make sure the navigation mesh has some margin between it and the wall and that the ceiling is not very low
Reply by michael_34577 | 2024-08-05 14:28:15
Ok at least that gives me lots to check will check on all of this and update on what i did and my result thank you so much for the help here as it has been baffling me
oh well not much success i put just a cube close by and it went to the cube but not real close it then says to it seems it cant find a pth to the cube. its odd for that to happen the path is clear and navmesh looks ok it shaded saying it is clear as well
got it place it followed your steps and he heads to it but then stops and says cant find a path to it right now… i was really hoping to get this character to go to pictures on wall of family and talk about each one so not sure if its gonna work
I think i solved it somewhat around my character i had a box for the narrative part of convai so when i removed that he seemed to have found the path ok