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Obstacle Avoidance System on UE5 #ue5 #devlog
5,685,568 Aufrufe • vor 7 Monaten •via X (Twitter)
50 Kommentare

"Assasin creed already did this decade ago" just... what? dude was just sharing his work and happy with it. Even share the project for learning. Good job anyway

Really appreciate that 🙌 Yeah, AC explored similar ideas years ago, my focus here is to share the work and teach other developers how to build and even improve these mechanics themselves. More on my YouTube channel:

Next gen, yo!

The end 😂

For anyone asking where to study or download this system, it’s available on my Patreon here:

no you're supposed to slow down the movement, lock the camera, show a button prompt, and make them slowly shimmy through the gap!

This is another system, and I have already made it too!

This is oddly satisfying to watch.

Very

I love that in game dev, you can make the coolest looking stuff out of the simplest mechanics 💯 Good work!

@StephenDGames Exactly haha, simple logic can look surprisingly high-end

E pensar que a ubisoft fazia isso em 2014 e hoje a propria ubisoft faz bonecos estáticos que passam um dentro do outro

Yeah it’s crazy, the older Ubisoft games had a lot of nice movement details like this.

The dream: this The ones I've seen: fabric being thrown off in weird ways, arms shaking violently upon contact, or just an invisible barrier preventing entry 😂 Good stuff btw!

Thanks! This project actually came from an idea by one of my Patreon subscribers. They suggested I create this type of system similar to what you see in Assassin’s Creed and make it public. So I went ahead, built it, and shared it :)

Nice stuff. How much mocap vs hand key? Do you have any numbers on numbers of minutes of mocap? I love stuff like this and I think the concept can be applied to combat systems to smooth those out too. (I've been fighting to mocap that stuff at my studio for years.)

Great question,the base locomotion uses motion matching with high quality mocap animations made from epic games, but the avoidance itself is procedural It uses traces and distance-based values, which are then applied through an additive blendspace to adjust the upper body pose in real time.

So it would be easy to layer mocap onto this, say if you wanted the hero to touch the columns as he passed them, or if he's drunk he could look jolted by them.

First assassin's Creed got this back in 2007 😂

"Wow I love roman statues" >Post tutorial on how to sculpt roman statues "Romans already did this decades ago" God people are braindead

Ubisoft le fait depuis Assassin's Creed 1 mdr

Are my hopes too high if this is what I’m expecting from gta6

Yeah hopefully GTA 6 will have something like this too.

I always wondered how these work. Is it a simple collisions check that triggers an animation based on if the playet is colliding with something?

It’s not just collision. The system uses sphere traces every frame to detect nearby walls before the character actually hits them. That data is converted into a continuous value based on distance, which then drives both the animation (body offset) and even adjusts the capsule size dynamically.

@RobinsSecret i’d love to see the debug view for this!

@RobinsSecret I'll show the debug in my YouTube tutorial!

I love how people are dunking on this being like "other games did this before!!" and I'm here trying to find where you said that no one has ever done this before or something. Such weird reactions. That aside, it looks nice and smooth. Good work! :)

wow can this work on moving object?

As long as the detection is active, yes, it will work for moving obstacles as well!

We talked about doing this very thing for an NPC crowd setup. Crowd systems are a big endeavor but perhaps we should include this anyway... ...it's definitely popular!

the comments "this has been done before!" when you didn't claim you came up with it makes me sad! and you are sharing it! it's a win-win for all and makes a system that's surprisingly not that widely used more accessible for all. Good job! 🤝

That looks stunningly good. Did you craft this on your own or is this a component or feature delivered with UE5 engine?

Thanks, this one is my own implementation in UE5, not a built-in engine feature. Still refining it, but the core logic and behavior were done by me.

I am learning UE5 and hope to be as good as this one day. Nice job.

really nice, did you use the controlrig with some line trace ?

I used a simple blendspace for the animation and sphere traces for the obstacle detection, very simple system to make.

hand is in the column sir

Thanks for sharing great work. If you're using a character asset from FAB, can you tell me its name?

TwinBlast

Oh, it was from Paragon!! Thanks a lot! I was looking for the guy but couldn't find him.. I've searched with keywords like Hongkong or Cyberpunk and he never came up lol

This is really cool and I'm thankful you shared it.

"Avoidance"

So this is what we've seen in @Witcher 4 tech demo?

Insane! Im picturing Tokyo Square running through a crowd of NPCs how insane this avoidance system would be.

this engine is so fuckin soulless

You claim it's UE5, but the video doesn't show the physics breaking and sending the character flying into space, so I suspect it's an older version.

Show this from the opposite camera angle! I bet the dude looks waay too cool 😎

Games should focus more on animation and simulation than just render fidelity

@AlastromLive
