Thank you for tutorial video! Perhaps, also a node "Move Component To" could be of use here? It has "ease in", "ease out" option, time for moving (so, it also can be randomized)
I was thinking about that, but you can't add different rotation with that. Easing in/out could be also achieved with timeline in place of timer. That's so cool about game dev, there is a lot ways to do something. xD
Thank you for this video. I came across it as I was looking for ways to handle flying AI. I know this is from 3 years ago. Would it make more sense now to use AI Move to, then create waypoints for the actor to travel to ?
The video is good, but the drone is not moving freely which would be preferable, the position should lerp to a range (map size) and a randomized value inside of it, also there should be extra code for it to not lerp inside other actors, in thinking a gate should be closed if there id a collision, and lerp to the last position, again just thoughts!
I know this comment is 8 months old and I haven't worked too much with AI behavior trees, but from what I know if you set up an EQS system with a behavior tree that also utilizes the nav mesh, it should prevent them from going through geometry or other obstacles. Not positive if this works, but I'm going to try and convert the logic in this tutorial to an AI behavior tree for my own project.
@@skinnyvanilla4213 Behavior Trees are expenssive for flying characters... duplicate that actor by 15 and FPS might be 12 to 20FPS or worst, 100% blueprint characters work way better... might not even have an impact on FPS at all, but no idea how to make characters to fly (move to any location in air) translating the actor in angles, curvs from one point location to the other without stopping...and follow main actor without plugins... (worst path scenario when you are planning to release to console) pure blueprint AI (no BTs) is the best option for console compatibility without FPS drops, if you are able to make the natural enemy flying (move enemy actor in air) to work, probably you need to set random spots (grid style... like when you build) so the enemy is patrolling inside this imaginary grid, not too big, so it doesnt leave the original area. then, as main player gets into the grid range, the enemy actor starts rolling around player while attacking, always rotating towards player (easier to do)... the real challenge is the move to random location with a natural angled movement, speed and body direction to movement, like missiles do, finally if main player leaves, AI returns to patroll that area
Hello, thank you so much for this video, it helped a lot!! But I have a question, I'm working in an open environment how can adjust the arrows in a way that the drone will not fly outside the environment?? Thanks again!!
How do you make it so that the projectile is homing towards the target? I want it to slightly be homing at the player so that it is more of an effort to dodge it instead of having to bump its speed up.
For project files and tutorial commissions:
www.patreon.com/kampairaptor
Simple. Useful. AWESOME
Thank you for tutorial video! Perhaps, also a node "Move Component To" could be of use here? It has "ease in", "ease out" option, time for moving (so, it also can be randomized)
I was thinking about that, but you can't add different rotation with that. Easing in/out could be also achieved with timeline in place of timer.
That's so cool about game dev, there is a lot ways to do something. xD
@@SirFansi mine just rotates. It moves but keeps on spinning.
Okay you got my attention 😎
great stuff
Thank you for this video. I came across it as I was looking for ways to handle flying AI. I know this is from 3 years ago. Would it make more sense now to use AI Move to, then create waypoints for the actor to travel to ?
Sir Fansi: "It is allways fun to shoot at people"
Me: thump up!
Big Thanks to you ,Thank you for tutorial video , you really make it easy to me wish see more tutorials like this
this was really helpful, excellent tutorial
Super t-shirt!
wow this amazing thank for this gif
Thank you for this. I’m trying to make ai for my tank game this is so helpful
The video is good, but the drone is not moving freely which would be preferable, the position should lerp to a range (map size) and a randomized value inside of it, also there should be extra code for it to not lerp inside other actors, in thinking a gate should be closed if there id a collision, and lerp to the last position, again just thoughts!
Nice, but it stays is a fixted position, it is not moving up and down, or avoiding obstacles, how do you do that with Blueprints?
I know this comment is 8 months old and I haven't worked too much with AI behavior trees, but from what I know if you set up an EQS system with a behavior tree that also utilizes the nav mesh, it should prevent them from going through geometry or other obstacles. Not positive if this works, but I'm going to try and convert the logic in this tutorial to an AI behavior tree for my own project.
@@skinnyvanilla4213 Behavior Trees are expenssive for flying characters... duplicate that actor by 15 and FPS might be 12 to 20FPS or worst, 100% blueprint characters work way better... might not even have an impact on FPS at all, but no idea how to make characters to fly (move to any location in air) translating the actor in angles, curvs from one point location to the other without stopping...and follow main actor without plugins... (worst path scenario when you are planning to release to console) pure blueprint AI (no BTs) is the best option for console compatibility without FPS drops, if you are able to make the natural enemy flying (move enemy actor in air) to work, probably you need to set random spots (grid style... like when you build) so the enemy is patrolling inside this imaginary grid, not too big, so it doesnt leave the original area. then, as main player gets into the grid range, the enemy actor starts rolling around player while attacking, always rotating towards player (easier to do)... the real challenge is the move to random location with a natural angled movement, speed and body direction to movement, like missiles do, finally if main player leaves, AI returns to patroll that area
why is my projectile firing every 0.2 seconds when it is supposed to fire every 10 seconds?
Hello, thank you so much for this video, it helped a lot!! But I have a question, I'm working in an open environment how can adjust the arrows in a way that the drone will not fly outside the environment?? Thanks again!!
Thanks
Thanks! Do you think it works in VR?
How is it when ever I need to code something for my game I’m having trouble with there is a 50% chance you just made a video how to do it.
My drone disappears after the 3rd random move... Any ideas?
How do you make it so that the projectile is homing towards the target?
I want it to slightly be homing at the player so that it is more of an effort to dodge it instead of having to bump its speed up.
Using the projectile movement there's a setting in the details panel for homing
谢谢!
Como generar collisión.
does this work with ue5
no
@@leoandre8694 man that was 1 year ago and it does work