Update SocialGroups authored by Daniel Rupp's avatar Daniel Rupp
......@@ -7,14 +7,14 @@ First make sure that "Show Plugin Content" is enabled in the Content Browser and
![findingTheWaypointBlueprint](uploads/54520139941e36d9acc2ee33c6b3328a/findingTheWaypointBlueprint.png)
In the Character Plugin folder, simply navigate to Blueprints/SocialGroups and place the SocialGroupBP Blueprint into the scene.
In the Character Plugin folder, simply navigate to **Blueprints/SocialGroups** and place the **SocialGroupBP** Blueprint into the scene.
## Quick Start
At first, depending on the size of the group, place the desired amount of VHs into the scene. Make sure that each VH has the _VHSocialGroups_ and _VHGazing_ component added. Then place the social group blueprint into the scene. In the details panel of the social group actor, make sure that ``Spawn as Group`` is false, then add the VHs to the ``Agents in Group`` array. Under dialogue, make sure that ``Start Dialogue`` is false, as this requires additional setup. That's all, if you press play, the agents should arrange themselves in a circular formation around the social group actor and follow the behavior described in the [Social Group Behavior](#social-group-behavior) section.
At first, depending on the size of the group, place the desired amount of VHs into the scene. Make sure that each VH has the ``VHSocialGroups`` and ``VHGazing`` component added. Then place the Social Group blueprint into the scene. In the details panel of the Social Group actor, make sure that ``Spawn as Group`` is false, then add the VHs to the ``Agents in Group`` array. Under dialogue, make sure that ``Start Dialogue`` is false, as this requires additional setup. That's all, if you press play, the agents should arrange themselves in a circular formation around the Social Group actor and follow the behavior described in the [Social Group Behavior](#social-group-behavior) section.
### Adding Dialogue
First of all, make sure that all the VHs that are in the group, have the ``VHSpeech``, ``VHAudiofileSourceComponent`` and ``VHLiveLinkAnimation`` components. In the details panel of the Social Group actor, enable ``Start Dialogue`` (or call the Start Dialogue function at some point during the game). Create entries in the ``Dialogues`` array. To create an entry for ``Dialogue Anim Montage`` see [LypSync](Components/LipSync). For the ``Audiofile`` parameter, provide the path to a .wav file. This .wav file will then be loaded by the virtual acoustic server, so make sure it is set up properly (See [Virtual Acoustic Plugin]() for more details). Finally, specify the gender of the agent, that this dialogue should be assigned to. Add as many dialogues as you want. Finally, specify the number of agents, the dialogues should be distributed between and decide, if the dialogue should be looped, once it has finished. E.g. the dialogues array contains five entries and ``Number of Agents in Conversation`` is set to three. Then three agents will be chosen at random, matching the gender if possible. The first three dialogues will then be distributed to the 3 agents, the fourth dialogue will be assigned to the first agent and the fifth one to the second agent.
First of all, make sure that all the VHs that are in the group, have the ``VHSpeech``, ``VHAudiofileSourceComponent`` and ``VHLiveLinkAnimation`` components. In the details panel of the Social Group actor, enable ``Start Dialogue`` (or call the Start Dialogue function at some point during the game). Create entries in the ``Dialogues`` array. To create an entry for ``Dialogue Anim Montage``, see [LipSync](Components/LipSync). For the ``Audiofile`` parameter, provide the path to a .wav file. This .wav file will then be loaded by the virtual acoustic server, so make sure it is set up properly (See [Virtual Acoustic Plugin](https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/plugins/unreal-va-plugin/-/wikis/Home) for more details). Finally, specify the gender of the agent, that this dialogue should be assigned to. Add as many dialogues as you want. Finally, specify the number of agents, the dialogues should be distributed between and decide, if the dialogue should be looped, once it has finished. E.g. the dialogues array contains five entries and ``Number of Agents in Conversation`` is set to three. Then three agents will be chosen at random, matching the gender if possible. The first three dialogues will then be distributed to the 3 agents, the fourth dialogue will be assigned to the first agent and the fifth one to the second agent.
### Spawn in Group formation
Instead of placing VHs into the scene and adding them to the Social Group, it is also possible to activate ``Spawn as Group``. You can then specify the amount of agents you want and also provide the types of VHs that should be spawned in the ``VHTypes`` array. Ideally you want the VHTypes array to have enough entries, so that it matches the group size, otherwise the same agent will get spawned twice.
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