Unreal engine Flying AI tutorial (UE4 flying AI)

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  • เผยแพร่เมื่อ 28 พ.ย. 2024

ความคิดเห็น • 31

  • @SirFansi
    @SirFansi  11 หลายเดือนก่อน

    For project files and tutorial commissions:
    www.patreon.com/kampairaptor

  • @alexeinuville2555
    @alexeinuville2555 ปีที่แล้ว +1

    Simple. Useful. AWESOME

  • @Latvian3Dman
    @Latvian3Dman 3 ปีที่แล้ว +4

    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)

    • @SirFansi
      @SirFansi  3 ปีที่แล้ว +3

      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

    • @ty_teynium
      @ty_teynium 3 ปีที่แล้ว

      @@SirFansi mine just rotates. It moves but keeps on spinning.

  • @Latvian3Dman
    @Latvian3Dman 3 ปีที่แล้ว +2

    Okay you got my attention 😎

  • @Defenceless_baby
    @Defenceless_baby 3 หลายเดือนก่อน

    great stuff

  • @WrathOfAl
    @WrathOfAl 29 วันที่ผ่านมา

    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 ?

  • @Lucifer100990
    @Lucifer100990 3 ปีที่แล้ว +1

    Sir Fansi: "It is allways fun to shoot at people"
    Me: thump up!

  • @engalanzi7715
    @engalanzi7715 2 ปีที่แล้ว

    Big Thanks to you ,Thank you for tutorial video , you really make it easy to me wish see more tutorials like this

  • @HutchstarEnt
    @HutchstarEnt 2 ปีที่แล้ว

    this was really helpful, excellent tutorial

  • @davidetucci1909
    @davidetucci1909 3 ปีที่แล้ว

    Super t-shirt!

  • @artdrawing6682
    @artdrawing6682 ปีที่แล้ว

    wow this amazing thank for this gif

  • @ericwoot2
    @ericwoot2 3 ปีที่แล้ว

    Thank you for this. I’m trying to make ai for my tank game this is so helpful

  • @tazz1226
    @tazz1226 2 ปีที่แล้ว

    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!

  • @blakegt.7326
    @blakegt.7326 3 ปีที่แล้ว +3

    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?

    • @skinnyvanilla4213
      @skinnyvanilla4213 2 ปีที่แล้ว

      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.

    • @raulparada4244
      @raulparada4244 2 ปีที่แล้ว +1

      ​​​​​​​@@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

  • @Banaenay
    @Banaenay 2 ปีที่แล้ว +1

    why is my projectile firing every 0.2 seconds when it is supposed to fire every 10 seconds?

  • @MariaSaade-xh7sh
    @MariaSaade-xh7sh ปีที่แล้ว

    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!!

  • @ANUBIS_game_dev
    @ANUBIS_game_dev ปีที่แล้ว

    Thanks

  • @matebarkoczi9792
    @matebarkoczi9792 3 ปีที่แล้ว

    Thanks! Do you think it works in VR?

  • @thegamingsoldier9406
    @thegamingsoldier9406 3 ปีที่แล้ว

    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.

  • @vaisnava
    @vaisnava 3 ปีที่แล้ว

    My drone disappears after the 3rd random move... Any ideas?

  • @erook2019
    @erook2019 2 ปีที่แล้ว

    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.

    • @resonant-gaming
      @resonant-gaming 2 ปีที่แล้ว

      Using the projectile movement there's a setting in the details panel for homing

  • @FranklinLong99
    @FranklinLong99 3 ปีที่แล้ว

    谢谢!

  • @eduin.acano.p3625
    @eduin.acano.p3625 2 ปีที่แล้ว +1

    Como generar collisión.

  • @SamThatIsACoder
    @SamThatIsACoder ปีที่แล้ว

    does this work with ue5

    • @leoandre8694
      @leoandre8694 8 หลายเดือนก่อน

      no

    • @SamThatIsACoder
      @SamThatIsACoder 8 หลายเดือนก่อน

      @@leoandre8694 man that was 1 year ago and it does work