Pathfinding using mesh distance field in UE4 - unreal-engine4

I want to access Unreal Mesh Distance Field in or order to do some A* or alternative path finding.
My environment needs wall and ceiling walkers as well as flying bots. The out of the box Navmesh is 2D and won't work for me.
Has anyone tried this?

Related

Unity, how to make NavMesh Agents climb obstacles from any point around it?

So I'm working on a game where I want my AI to be able to smoothly climb obstacles from any point around the obstacle but I'm having a hard time trying to figure out how to do this. I know I can use off mesh links to have enemies go on to obstacles but the problem is that they all funnel from a single point and it looks very unnatural. Now I could make a bunch of off mesh links for each obstacle, but I have a lot of obstacles I want to be climbable and that's not very efficient.
Is there a good way to go about this that I can make all of my AI climb at any point around an obstacle? I'm currently using A* Pathfinding but this is kind of a must for my game so any ideas regardless of if A* can do it are welcome.

Projecting procedural attack telegraph decal in Unity

I'm creating an isometric 3d brawler in Unity. I'm trying to draw a telegraphing "attack area" effect on the ground (Meshes, not Unity terrain), from an arbitrary polygon (including curved lines.), based on Vector3 points.
I figure I need to use the Unity decal system, but I'm not sure how to generate the area texture procedurally, especially since it needs to match points in 3d space. Here are a few examples of the effect I'm looking for.
Thanks for taking your time to read this :)

Kinect V2 and Unity3D

I want to do, what this guy is doing in this video..
Please see this Video
(Interacting a live human with unity interactive cloth)
My Strategy So Far:
I took a simple 3d plane gameObject in unity, added an interactive cloth component and 2 Box colliders with hand joints of Kinect Skeleton to attach a cloth.
Then I added sphere colliders with all 24 joints of Skeleton Stream to make the cloth collided by my body but the results are unsatisfied.
Problem:
The cloth is behaving very strangely.. It jumps off weirdly whenever it falls on my body(joints). I am stuck here. I just want a sample or a jump start or any help of how to do that.
Please always take into account that the positions of the joints reported by Kinect may jump or jitter. Render the sphere colliders so you can see their positions and better understand your problem; and apply a smoothing algorithm on the joint positions (a common technique is to store the last 30 positions or so, and average them), or simply enable Kinect SDK's skeleton smoothing options.

Defining a vision cone in unity

I am attempting to implement a boids flocking model in unity.
I have managed to implement steering behaviours (separate, align, cohere) but I am currently using a fixed radius from the agent to define its neighbourhood (essentially a bubble around the agent). However, what I need to implement is a vision cone like the one detailed in this image:
Im unsure how I could implement this in unity. Could someone point me in the correct direction?
To add clarity, what I want to do is detect all other agents in a vision cone, but I'm unsure how to implement it. Currently I am just detecting all agents within a distance, though I need to ignore the agents behind the one doing detecting ( like in the picture) I'm not looking to visualise it, just detect the agents in that defined neighbourhood.
thanks
Detect all the agents in the circle, then check for every one of those the Vector3.Angle() between transform.forward and the direction to the agent.
(the direction from vector A to B is just B-A)

Extrude convex hull

Hy!
I have a set of points in 3d which all lie on a plane and represent the floor of a room.
Now I want to create walls. My idea is to extrude the floor, or to use translational sweeps.
I tried to finds some code in the web or information where to start, but I wasn't lucky.
Does anyone now some good tutorials or libs?
THX