This system isn't working for me. I did exactly what you did in the video, but I keep getting this error message: Selected Item INVALID #111 "Boolean score does not match (expected TRUE got FALSE) with a score of -1.000" How do I fix this?
I have a question for a rather specific scenario. I'm making a horror game and really want the AI to have 2 reactions when seeing the player, being either immediately chase (if close) and hide or ambush the player (if far) As it would work really well with the map I'm making, as well as add a fun cat and mouse dynamic. That seems like what you're explaining in the video, but was wondering if there is a way of making it change based on distance IE " >1500 = Chase /
Put a collision around your enemy or character and check if one is in the collision of the other, if yes, then check a bool (for example: InRange) and then use said bool in a branch, ture = run whole chase sequence and if false do some code to send it away from the player
Hi, thanks for the AI tutorials these have been super helpful! I'm currently trying to set up detection meters to work with this and to have the ai only chase the player once that meter gets full, I've been having some troubles so was just wondering if you might cover that in a future video?
Having that meter fill up can work same way as stamina regen does or by doing things just add + number to integer, when that integer hits for example a 100, do a = check and if its true set a bool. Then use if that bool as an if condition wherever you want (move task, sight.. ect)
ok in my case the AI does shy away from me but sometimes if the distance is long he will just stop moving instead of hiding. could it be due to smaller grid in EQS?
Hello, i just incorporateed the EQS in the same map which has the patrol systems, when I continues in that its not working properly.(ideally I wanted a NPC which will patrol and when he sees me , he should break from the patrol path and use the Eqs to hide and attack me (its a shooter game, NPC can shoot )). please help me !
Really thanks and helpful videos, but... 9 month since uploaded the first episode of the AI tutorial. I think you make too much type of videos in unreal engine at the same time. After this long time big chance the code/Bp are getting outdated after engine updates, or just lost interest in the series, looking for solution in other channels. Im not trolling, this is just my opinion. Thanks.
API and feature changes have always been very gradual in Unreal. There's nothing here AFAIK that couldn't have been implemented in say, version 4.9 from 2016.
Ryan, thank you so much for all your work. We've never met but you've been exceptionally helpful!
14:05 "If I can't see him he can't see me!" xD
Man, you are getting old but the intro never gets old. :D
I like it, Its my wake up alarm sound 😂
Great tutorial! FYI - this video hasn't been added to the AI Playlist yet 🙌
YESS! MORE AI VIDEOS PLEASE HAH. Love them.
I'm keen to learn more about this, I look forward to seeing more.
I didn't know about any of this. Very cool. Thank you!
Cool, thank you! I hope Smart Objects also would be demonstrated as a part of AI tutorials in UE5
This system isn't working for me. I did exactly what you did in the video, but I keep getting this error message:
Selected Item INVALID #111
"Boolean score does not match (expected TRUE got FALSE) with a score of -1.000"
How do I fix this?
I have a question for a rather specific scenario. I'm making a horror game and really want the AI to have 2 reactions when seeing the player, being either immediately chase (if close) and hide or ambush the player (if far) As it would work really well with the map I'm making, as well as add a fun cat and mouse dynamic. That seems like what you're explaining in the video, but was wondering if there is a way of making it change based on distance IE " >1500 = Chase /
Put a collision around your enemy or character and check if one is in the collision of the other, if yes, then check a bool (for example: InRange) and then use said bool in a branch, ture = run whole chase sequence and if false do some code to send it away from the player
Thank you for always making good lecture videos :)
Hi, thanks for the AI tutorials these have been super helpful! I'm currently trying to set up detection meters to work with this and to have the ai only chase the player once that meter gets full, I've been having some troubles so was just wondering if you might cover that in a future video?
Having that meter fill up can work same way as stamina regen does or by doing things just add + number to integer, when that integer hits for example a 100, do a = check and if its true set a bool. Then use if that bool as an if condition wherever you want (move task, sight.. ect)
Just an FYI - this episode is missing from the playlist.
Is it re-upload? Cuz I remember you already made a nice tutorial about EQS some time ago
for some reason my test pawn isnt updatting the queries at all
ok in my case the AI does shy away from me but sometimes if the distance is long he will just stop moving instead of hiding. could it be due to smaller grid in EQS?
Hey Ryan , thanks for the tutorial :) Can you add this video to the UE5 AI playlist please?
Hello, i just incorporateed the EQS in the same map which has the patrol systems, when I continues in that its not working properly.(ideally I wanted a NPC which will patrol and when he sees me , he should break from the patrol path and use the Eqs to hide and attack me (its a shooter game, NPC can shoot )). please help me !
Found it! Your AI playlist is out of order and missing two parts! But these are great tutorials!
please continue the fireteam serie
Really thanks and helpful videos, but...
9 month since uploaded the first episode of the AI tutorial.
I think you make too much type of videos in unreal engine at the same time. After this long time big chance the code/Bp are getting outdated after engine updates, or just lost interest in the series, looking for solution in other channels.
Im not trolling, this is just my opinion.
Thanks.
API and feature changes have always been very gradual in Unreal. There's nothing here AFAIK that couldn't have been implemented in say, version 4.9 from 2016.