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Adding Advanced Configuration modification to workflow
Signed-off-by: FuzzyCarterAWS <[email protected]>
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testing-guidance/workflow-tests/ai/ai-lkg-workflows.md

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**Suggested Time Box:** 30 minutes per platform.
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| Workflow | Requests | Things to Watch For |
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|---------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| **Configure NavMesh Entity** | <ol><li>On the NavMesh entity add the following components:<ul><li>Recast Navigation mesh.<ul><li>Editor Preview: True</li></ul></li><li>Required: Recast Navigation PhysX Provider</li><li>Required: Axis Aligned Box Shape</li></uL></li></ol> | <ul><li>Recast Nav Mesh component can be added to an entity and configured.</li><li>If required gems For Recast Nav Mesh component to work are not already on the Entity, the component will notify the user and provide them a path to adding the missing components.</li><li>Axis Aligned Box Shape can be added to the Entity.</li></ul> |
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| **Configure White Box Collider Entity** | <ol><li>On the Second Entity add the following components:<ul><li>White Box</li><li>White Box Collider</li></ul></li></ol> | <ul><li>Components can be added to the entity.</li></ul> |
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| **Set up and Manipulate the Scene to see in Editor Nav Mesh Projections** | <ol><li>Set up the Navigation Mesh and White Box entities to be intersecting.<ul><li>![](images/nav-mesh-whitebox-intersection.png)</li></ul></li><li>Manipulate White Box to create distinct angles and faces for the nav mesh to project to.<ul><li>![](images/whitebox-editing-navmesh-projection-change.gif)</li></ul></li><li>Change the values on the Recast Navigation mesh while modifying the white box</li></ol> | <ul><li>Nav Mesh is projected to the entity during editor preview.</li><li>Changes in the Recast Nav Mesh values reflect upn the editor preview projection</li></ul> |
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| **Explore Further** | <ol><li>The Second Entity can be set up to use PhysX Terrain, PhysX Collider, and PhysX Shape Colliders instead of White Box & White Box Colliders</li></ol> | <ul><li>Nav Mesh behaviors are also possible on supported components.</li></ul> |
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| Workflow | Requests | Things to Watch For |
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|---------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| **Configure NavMesh Entity** | <ol><li>On the NavMesh entity add the following components:<ul><li>Recast Navigation mesh.<ul><li>Editor Preview: True</li></ul></li><li>Required: Recast Navigation PhysX Provider</li><li>Required: Axis Aligned Box Shape</li></uL></li></ol> | <ul><li>Recast Nav Mesh component can be added to an entity and configured.</li><li>If required components For Recast Nav Mesh component to work are not already on the Entity, the component will notify the user and provide them a path to adding the missing components.</li><li>Axis Aligned Box Shape can be added to the Entity.</li></ul> |
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| **Configure White Box Collider Entity** | <ol><li>On the Second Entity add the following components:<ul><li>White Box</li><li>White Box Collider</li></ul></li></ol> | <ul><li>Components can be added to the entity.</li><li>The entity's position relative to the navmesh may need to be adjusted for the navmesh to be updated and 'cut' properly.<li>Navmeshes can attempt to go over or under collider entities if configured to do so.</li></ul> |
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| **Set up and Manipulate the Scene to see in Editor Nav Mesh Projections** | <ol><li>Set up the Navigation Mesh and White Box entities to be intersecting.<ul><li>![](images/nav-mesh-whitebox-intersection.png)</li></ul></li><li>Manipulate White Box to create distinct angles and faces for the nav mesh to project to.<ul><li>![](images/whitebox-editing-navmesh-projection-change.gif)</li></ul></li><li>Change the values on the Recast Navigation mesh while modifying the white box</li></ol> | <ul><li>Nav Mesh is projected to the entity during editor preview.</li><li>Changes in the Recast Nav Mesh values reflect upn the editor preview projection</li></ul> |
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| **Explore Further** | <ol><li>The Second Entity can be set up to use PhysX Terrain, PhysX Collider, and PhysX Shape Colliders instead of White Box & White Box Colliders</li><li>Adjust Advanced Configuration parameters in the Recast Navigation Mesh component. ![](images/nav-mesh-advanced-config-example.gif)</li></ol> | <ul><li>Nav Mesh behaviors are also possible on supported components.</li><li>Adjustments to the advanced configuration parameters will be reflected in editor preview project.<li>Some changes to the navmesh parameters can cause a navmesh to be drawn over or under previously intersecting colliders.</li></ul> |
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### Area: Recast Navigation Simple Scenario Workflow
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| **Create a maze of Obstacle Entities using the last Prerequsite Entity as the template.** | <ol><li>On the Obstacle entity add the following componenets:<ul><li>Mesh<ul><li>Apply desired mesh (EG: _box_1x1, _cylinder_1x1, ...).</li></ul></li><li>Material</li><li>PhysX Collider</li></ul></li><li>Scale the Obstacle Entity as desired.</li><li>Duplicate the Obstacle Entity and modify the position and scale enough times to create a maze.<ul><li>![](images/recast-nav-maze-example.png)</li></ul></li></ol> | When placing obstacles, the gray area will be updated during editor preview.<br/> ![](images/obstacle-recast-mesh-update.png)<br/> |
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| **Create a Script Canvas script to drive the Navigator to find the Destination.** | Script: [navigation.scriptcanvas](testassets/navigation.scriptcanvas)<ol><li>Use the attached script as the script attached to the Navigator entity<ul><li>Upgrade the script through the Script Canvas upgrader tool if needed.</li></ul></li><li>Recreate the attached script and make it the script attached to the Navigator.<ul><li>After above works, modify Generate Waypoints to use "Find Path Between Two Entities" vs "Find Path Between Two Points" in the Generate Waypoints group.</li></ul></li></ol> We want to test both scenarios to verify that an existing script and a newly created script function. | <ul><li>Script processes through Asset Processor without issue.</li><li>Script Can be applied to the Script Canvas component.</li><li>When recreating the Script Canvas, nodes to not cause crashes or other Script Canvas failures.</li></ul> |
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| **Execute Level in Game Mode or Launcher with various maze layouts.** | <ol><li>Execute game mode to verify that the Navigator will navigate to the Destination while avoiding Obstacles</li><li>Place the destination in various positions and verify that the Navigator continues to navigate to the Destination while avoiding Obstacles.</li><li>Change the shape of the whitebox to include angles for the Navigator to climb while navigating.<ul><li>Additionally, you can play with the **Recast Navigation Mesh → Agent Max Slope.**</li></ul></li><li>Play with the **Recast Navigation Mesh** values under **Advanced Configuration** and **Agent Configuration.**</li></ol> | Navigator will attempt to reach the destination in the shortest route possible.<br/>![](images/navigator-navigating.gif) |
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| **Explore Further.** | The Ground Entity can be set up to use PhysX Terrain, PhysX Collider, and PhysX Shape Colliders instead of White Box & White Box Colliders. | Nav Mesh will map correctly to any supported Nav Mesh colliders and the Navigator entity will navigate around Obstacles to the Destination Entity. |
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| **Explore Further.** | <ol><li>The Ground Entity can be set up to use PhysX Terrain, PhysX Collider, and PhysX Shape Colliders instead of White Box & White Box Colliders.</li><li>Attempt to modify the navmesh during gameplay. This can be done by disabling the rigidbody component.</li></ol> | Nav Mesh will map correctly to any supported Nav Mesh colliders and the Navigator entity will navigate around Obstacles to the Destination Entity. |
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### Area: Recast Navigation Performance Workflow
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