Unreal Engine 5.4: State Tree AI Part 1

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  • เผยแพร่เมื่อ 3 ธ.ค. 2024

ความคิดเห็น • 6

  • @Yggdrasil777
    @Yggdrasil777 27 วันที่ผ่านมา

    @5:50 - Good looking out! I usually put a Select on the anim graph for the ShouldMove, feeding off of the > and the AND. Your Acceleration toggle is so much easier.

    • @Three_Ways
      @Three_Ways  26 วันที่ผ่านมา

      Glad to help!

    • @Three_Ways
      @Three_Ways  25 วันที่ผ่านมา

      The Use Acceleration For Paths setting in the character movement component is the correct way of doing it, in Unreal, because that is what the animation blueprint is set up to receive. This way works for both player and NPCs, without modifying the anim blueprint.
      Seen lots of people/videos claiming that unreal messed up the anim blueprint for ai characters and never fixed it!
      Glad it helped.

  • @gil6970
    @gil6970 หลายเดือนก่อน

    Do you prefer state trees over behavior trees? Let’s say I’m making an rpg action game

    • @Three_Ways
      @Three_Ways  หลายเดือนก่อน

      Personally, I find it easier to control complex logic and transitions with State Trees, than Behaviour trees, especially if you use Gameplay Tags. However, State Trees are still in development, so the usual caveats apply. But they seem fully functional. Best to experiment with both to see which one suits your mindset or game needs best. Behaviour trees are more visual, versus list based States.

    • @gil6970
      @gil6970 หลายเดือนก่อน

      @@Three_Ways thank you for the explanation. Great videos. Hope you keep them coming