{"id":196049,"date":"2024-09-11T23:23:18","date_gmt":"2024-09-12T04:23:18","guid":{"rendered":"https:\/\/lifeboat.com\/blog\/2024\/09\/procedural-road-network-made-with-unreal-engine-5"},"modified":"2024-09-11T23:23:18","modified_gmt":"2024-09-12T04:23:18","slug":"procedural-road-network-made-with-unreal-engine-5","status":"publish","type":"post","link":"https:\/\/lifeboat.com\/blog\/2024\/09\/procedural-road-network-made-with-unreal-engine-5","title":{"rendered":"Procedural Road Network Made With Unreal Engine 5"},"content":{"rendered":"<p><a class=\"aligncenter blog-photo\" href=\"https:\/\/lifeboat.com\/blog.images\/procedural-road-network-made-with-unreal-engine-52.jpg\"><\/a><\/p>\n<p>Game Developer jourverse, who is currently working on a <a href=\"https:\/\/80.lv\/articles\/master-vehicle-ai-in-ue5-with-this-youtube-tutorial-series\/\" target=\"_blank\" rel=\"noopener\">tutorial series focused on building a traffic system in Unreal Engine 5<\/a>, shared a demo project file for this procedural road network integrated with vehicle AI for obstacle avoidance, using A* for pathfinding.<\/p>\n<p>The developer explained that both the A* algorithm and the road editor mode are implemented in C++, with no use of neural networks. Vehicle AI operations like spline following, reversing, and performing 3-point turns are handled through Blueprints. The vehicle AI navigates using two paths: the green spline for the main route and the blue spline for obstacle avoidance. The main spline leverages road network nodes to determine the path to the target via A* on FPathNode, which includes adjacent road nodes.<\/p>\n<p>For obstacle detection, the vehicle employs polynomial regression to predict its future position. Upon detecting an obstacle, a grid of sphere traces is generated to map the obstacle\u2019s location, and another A* algorithm is employed to create a path around the obstacle.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Game Developer jourverse, who is currently working on a tutorial series focused on building a traffic system in Unreal Engine 5, shared a demo project file for this procedural road network integrated with vehicle AI for obstacle avoidance, using A* for pathfinding. The developer explained that both the A* algorithm and the road editor mode [\u2026]<\/p>\n","protected":false},"author":427,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[41,6,1491],"tags":[],"class_list":["post-196049","post","type-post","status-publish","format-standard","hentry","category-information-science","category-robotics-ai","category-transportation"],"_links":{"self":[{"href":"https:\/\/lifeboat.com\/blog\/wp-json\/wp\/v2\/posts\/196049","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/lifeboat.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/lifeboat.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/lifeboat.com\/blog\/wp-json\/wp\/v2\/users\/427"}],"replies":[{"embeddable":true,"href":"https:\/\/lifeboat.com\/blog\/wp-json\/wp\/v2\/comments?post=196049"}],"version-history":[{"count":0,"href":"https:\/\/lifeboat.com\/blog\/wp-json\/wp\/v2\/posts\/196049\/revisions"}],"wp:attachment":[{"href":"https:\/\/lifeboat.com\/blog\/wp-json\/wp\/v2\/media?parent=196049"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/lifeboat.com\/blog\/wp-json\/wp\/v2\/categories?post=196049"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/lifeboat.com\/blog\/wp-json\/wp\/v2\/tags?post=196049"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}