Building Perceptive AI in Unreal Engine
What you'll learn
- In this series we will be learning how to implement a perceptive AI solution where the AI will sense you via sight and hearing
- We will also look at how to setup behavour trees and blackboard to react to the player, with shooting mechanics and ability activations
- We will be using blueprint throughout, and no C++ will be required to make this work
- A basic understanding of Unreal Engine will be helpful
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.
Who this course is for:
- Unreal Engine developers looking to learn how to implement AI into their games, in particular AI which can see and hear and response to those stimuli
Im Daniel, I have been working with the Unreal Engine for almost 12 years now, and spent the majority of that employed as a Unreal Technical Director, working with the Film Industry. I have also worked on a number of games, arch-vis, VR and AR projects, and various other mediums. I love to teach and share what I have learned, and help developers who may be experience the problems I also went through.