My Role - Lead Programmer
Genre - UE5 Plugin
Engine - Unreal Engine 5
Platform - Github (Link)
Team size - 1 person
Duration - 3 months
A tool that I made during my third year at Event Horizon School as my Thesis project. It i a plugin for UE5 that provides several C++ Implemented actors that can be used to show previews of AI's movement and other useful information.
Main features implemented:
Path Preview Actor - The actor that contains all the logic for handling the path preview with overridable functions in case the user would like to specify his implementation.
Path Preview Component - A Blueprint Component that the user should add to the AI's blueprint, it handles the spawning of the Path Preview Actor.
Difficult Terrain Actor - An actor containing a Box Collision, it can be used to specify difficult terrain areas that will then be also displayed by the Path Preview.
Path Preview Manager - A manager that should be used for debug purposes, it detects all AI's in scene, and for each of them spawns a Auto Path Preview Actor
(Path Preview Actor specialization).
Github documentation and Guide - A guide implemented as the readme file on Github that helps the user with the set up of the plugin, from downloading it to handling its settings.
The Path Preview Actor is the main object of the entire system, it is fully C++ implemented and contains all the functions to generate the path preview.
ProceduralMesh: Generates the path preview as a mesh with no collisions.
Settings: A Data Asset containing all the customizable settings of the Path Preview
(All properties are commented).
All functions are commented with summaries on the .h file and with normal comments on the .cpp file.
The Path Preview appears as an animated dotted line that adapts itself to the surface it lies upon and shows the preview of the movement provided by the AI.
The Path Preview also adapts to stairs, natural slopes and height differences
The Path Preview also take into consideration Nav Link Proxies and build itself around them.
The Path Preview Changes color based on difficult terrain, using the Difficult Terrain Actor provided, and if a given Max Movement is exceeded.