Unreal Engine 5 AI Tutorial - Understanding EQS
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- เผยแพร่เมื่อ 10 ธ.ค. 2024
- Hey everyone! Today we have a video going over what the EQS is, what the different generators do, and some simple ways you can use the EQS to find and save actor / location values for your AIs behavior system!
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This has always been challenging to wrap my head around. Your video helped a lot. Thank you
It is definitely a complex subject. Glad the video was helpful!!
Great vid, thanks for detailing everything so simply!
This video is very well explained and excellent to dive in EQS. Thanks a lot!
Glad it was helpful!
Thanks for the video!!
You're welcome, happy you enjoyed it!
wow very well explained thanks mate !
great breakdown
Thanks!
When using EQS outside the behavior tree we have a RunEQSQuery node and afaik you have to pull from the resulting instance of that, SetNamedParam and then bind to the finish and when that happens get the resulting actors/locations from the instance. The question I have is does the actual EQS query run the moment you call the RunEQSQuery (I guess yes?) and does it restart each time you change a parameter? That seems like a rather wasteful approach, instead of plugging in the parameters before you run the query. Maybe the query runs at the end of the tick, letting you plug in the params?
12:12 mans hit that Doordash mid video
can we get the furthest point from the "actors pervieved" for running away from the percieved actors? For example a deer that wants to run away from the all the actors that it has seen?
How do you convert the setting up of the EQS on the testing pawn to a NPC actor?
Im trying to make a system where I can have AI follow me as a squad. Form a shield wall around me. Able to command them with a button to charge or disband etc.
For my third person medical game similar to Banner Lords.
Do you have any idea how I could start making a system like that?
You give one of the best explanations from all the guys on TH-cam
so by what you just said very confusing so it better to use a nav mesh then this the nav mesh is down boom done unlike this one why to hard to set up for zombie game
EQS is used to find actors. Nav mesh is used to control possible navigation points. These are two different functions. Nav mesh is always needed for AI. EQS is a BT based system allowing for fine tuned detection or advanced path finding that the nav mesh alone does not offer.
@@ArtofficialEntertainment Now that's a responds and it did help ALOT thanks so so much you are awesome
You can literally do nothing good and nothing life-like using stock AI system in UE. In my personal experience state machines do not fit purposes of AI development while that same state machine is baked into UE AI system. The EQS is somewhat waste of resources. In this example you make 25 visibility computations (one per grid node) and always chose 1 best, while you could implement 5 random computations and chose first that fits enough on several creterias. In that case you would not just solve AI problem in life-like manner but also implemented some less predictive result (which is also good for AI success ). Using this random algo you can find and cache hide spots on AI's route and use those points later in queries
I guess we could get the grid just like the EQS and look at them randomly until finding one good enough, always taking it out of the grid point array so at worst it will be the same as the eqs, at best it will instantly find a perfectly good point. Yeah, good point. Really bad pun unintended.