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A Blueprint behaviour module has access to some overrides for interacting with the evens of the Atoms simulation.

  • Init Simulation: called at the beginning of the simulation, before the first frame.

  • Pre Frame: called at every frame before any agent is created.

  • Agents Created: called when one or more agents are created.

  • Agents Killed: called when one or more agents are deleted.

  • Init Frame: called at the beginning of each frame after the agents are created.

  • End Frame: called at the end of each frame.

  • Pre Physics: called before the physics is run.

  • PostPhysics: called after the physics is run.

  • End Simulation: called at the end of the simulation - after the last tick.

  • Reset Simulation: when the simulation is reset.


Tutorials


Drive a module parameter

First set up your scene following one of the previous tutorials (make sure your agent group has a state machine module and the state is set to 1), then create an Atoms blueprint behaviour asset as described here.

  • Double click on the blueprint behaviour module asset

  • Create an init frame

    override as

    override as described here.

  • Right click on the viewport and disable "Context sensitive" in the menu.
  • Search for "Get

    Behaviour module

    Component By Class" and create a node of that type. Set the class type to StateMachine_BehaviourComponent

  • Search for "Set

    Module Property as Int

    State" and create a node of that type.

  • Connect the nodes as shown in the picture on the right

    .Set the name of the name parameter of the "Get Behaviour module" node to "StateMachine_Behaviour" (this actually depends on the name of your state machine module)

    .

  • In the "Set

    Module Property as Int

    State" node,

    set the "property name" to "state" and change the "value"

    set the "state" to "0".

  • Save and compile the blueprint.

  • Close the window, then select the agent group from the world outliner.

  • Drag and drop the blueprint asset under the other components of the agent group.

  • Press play, your agents will be playing state 0

    .
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If you want to change the state on a specific agent use the SetStateOverride node instead. Set the Agent group Id of the agent that you want to set the state to.

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Changing agent

metadatas

metadata

First set up your scene following one of the previous tutorials (make sure your agent group has a state machine module and the state is set to 1), then create an Atoms blueprint asset as described here.

  • Double click on the blueprint asset

  • Create an init frame

    override as

    override as described here.

  • Right click on the viewport and disable "Context sensitive" in the menu.
  • Reproduce the graph that you see on the right. There are some special Atoms nodes you will need to use: "Get Vector 3Metadata" (gets a vector3 metadata from each agent) and "Set Vector 3Metadata" (sets a vector3 metadata on each agent)

  • Save and compile the blueprint.

  • Close the window, then select the agent group from the world outliner.

  • Drag and drop the blueprint asset under the other components of the agent group.

  • Press play, your agents will follow the player pawn during the simulation.


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Tutorial


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