
Build perceptive ai in Unreal Engine by using the perception component, behavior trees, and blackboards to drive a shooter and RPG setup, with a downloadable example project.
Set up base Unreal Engine classes with free assets, build a guard NPC using a behavior tree and blackboard, and implement a weapon base with line traces.
Define an npc state enum with passive, investigating, seeking, attacking, and dead, and wire it through a blueprint interface to trigger state changes and drive the animation blueprint.
Create a test bed level, set up a perception component, configure game mode and a first-person character, and implement basic damage and death for AI.
Configure the perception component in the God eye controller, setting sight and hearing sensors, dominant sense, radius, ages, and detection, then use the debugger to visualize the cone of vision.
Build a simple, flexible perception logic in Unreal Engine by processing perception updates and the update actors list, separating vision and hearing stimuli to drive attacking and seeking states.
Explore behavior trees in Unreal Engine, using root nodes, selectors and sequences, plus tasks, decorators, and services, with a blackboard-driven idle state and move to home location.
Retarget Epic's starter pack to a custom character, set up iron sights and aim offset, and integrate animations via the animation blueprint and montages for responsive Unreal Engine combat.
The lecture fixes bugs and tweaks in Unreal Engine AI, focusing on rotation systems, 360-degree aiming, weapon range logic, burst fire with cooldown, and behavior tree aborts.
Explore perceptive AI in Unreal Engine using behavior trees and blackboards to sense players through sight and hearing, react with alert or attack modes, and patrol or idle when unaware.
Create and link base AI classes, including a behavior tree and blackboard. Initialize the guard AI controller with a combat state enum and navigation variables.
Develop modular state functions for air perception in Unreal Engine, defining combat state variants—attacking, investigating, seeking, and passive—and notify the Black Bull component of state changes.
Learn to build an idle system with a behavior tree in Unreal Engine, using selectors and sequences, decorators and blackboard checks to drive patrols, idle behavior, and combat state handling.
Build a patrol system in Unreal Engine using a vector point array, 3D widgets, and a blueprint-based move to task with wait times, random deviation, and looping patrol routes.
Explore implementing an investigation state in Unreal Engine with a behavior tree, updating focal points and points of interest, and moving to heard locations to shift from passive to alert.
Explore the seeking system in Unreal Engine: set focus, move to targets, blend animations, manage combat states, and trigger aiming modes for realistic AI behavior.
Learn to implement an attacking system in a guard behavior tree, with range checks for melee, gun, and spell ranges, and use an AI helper interface to obtain attack range.
Explore an enhanced AI attack system in Unreal Engine, updating focus by actor, checking weapon readiness, and executing controlled shooting bursts with behavior trees.
Finish wrapping up the first-person AI system in unreal engine, refine core logic with animations, offsets, and noise and sparks, explore behavior trees, patrols, and debugging for rpg-style expansion.
Enable the guard character’s rotation control and add a small appendage with the built-in rotate face entry to align the aim with the enemy using offsets, enabling shooting during attacks.
Implement a perceptive AI in Unreal Engine by wiring behavior trees, blackboard keys, and AI perception components to detect the player and drive enemy reaction.
Create an AI in Unreal Engine using a behavior tree and blackboard, implementing combat states, patrol logic, and a half-second timer service to switch between melee, ranged, and out-of-range behaviors.
Develop a perceptive ai in Unreal Engine by using a behavior tree with a blackboard and selector nodes to cast spells, heal, and attack based on health, chance, and cooldowns.
Learn to mock up an ability system and interrupt handling in Unreal Engine blueprints, including an ability base, cast time, cool downs, and events for started, ended, and interrupted.
Explore how Unreal Engine AI uses behavior trees and a nearest-target approach to drive combat, movement, and targeting within the gameplay abilities framework.
In this series I will be showing how to set up two different AI designs, one for a shooter experience, and one for a RPG style AI. We will cover blackboard and behaviour trees, EQS queries, and the AI perception component using sight, sound and damage stimuli.
The Shooter example will be a longer, slower example where we will explain everything as we go, and it will use sight and sound to give it elements of stealth AI, along with a working shooting system driven by the AI controller and it's behaviour tree.
The Magic AI example will be a more concise, straight to the point demonstration of a different way of working compared to the shooter example, and we will utilise sight and damage stimuli to make a reactionary AI who is able to heal, cast spells, and teleport away from the user using a EQS query. This series also includes a large overview of the EQS system and how to many of the tests work.