Week 8 Facing Unreal Obstacles

Entities Bottlenecked from Collision
Entities Attempt to Follow Zone Graph

Good day folks, hopefully everyone is having fun preparing for Halloween. Team Entity continues to wrestle with the Unreal game engine. However, in poking, prodding, and experimenting we luckily managed to hit roadblocks that actually gave us a really strong sense of direction for the development of our Unreal simulations next semester.

  • Unreal’s Mass Entity System reveals the lack of a set pathfinding implementation for entities that exists for an object oriented approach.
  • The zone graph does not accommodate entity collision or intelligently path find after colliding.
  • The Stats system in Unreal is extremely self-contained.

This week’s sponsor meeting:

  • Discussed logistics in setting up our PDR to be signed
  • Reviewed performance metrics on our simulation
  • Brainstormed ideas for exceeding speed caps on Unreal and Unity
  • Demonstrated entity zone graph limitations
  • Considered plans for pathfinding trait implementation

Moving forward, we want to look into implementing traits as complex as pathfinding within the Unreal ECS entities. Meanwhile, the Stats system will require more research and code review, but some suggestions on forums may have insight into writing that information which we can leverage.

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