In this video we implement the third of our three basic AI states - being able to search for the player. This is a very simple implementation which can be expanded upon later.
Thank you, I'm trying to work more on this channel now. I should be able to do at least monthly uploads, ideally bi-weekly, but it depends on my work schedule.
Amazing tutorial, definitely deserves more views! Just one thing: for the behaviour tree, I think you could simply put the "Searching" sequence under the "Can't see player" sequence since it's a consequence of not being able to see the player. You'd also need less Enums :) Keep up the amazing work, was super helpful and well-structured!
Amazing! Can you make a video on how to make the enemy attack us and give us damage? Thanks in advance, your channel saved my game, I was about to give when your tutorials worked and helped me.
Great series been having a hard time following other tutorials been stuck with my AI for a week! Your videos were quick, understandable and informative! I did have to change the Patrolling and Searching state in the BT to be less than or equal to for it all to work my character would always go back to patrolling after chasing not sure why.. but only took me a few minutes to figure out after watching this!
This series has helped me massively. Thank you. However I'm trying to apply the same logic for the hearing sense. Using a print string it does tell me the enemy can hear me but I can't seem to stop the enemy patrolling to turn and face the noise emitter actor.. any help or if you're up for doing an add on to this series regarding the hearing sense that would be helpful. I've found some tutorials online for the hearing sense but they all do it different and inside the blueprints but I wanted to try and set it up in the behavior tree so all the AI actions go through the BT
Much thanks for the excellent tutorial, however with some mechanics like hiding in a locker where i set the player character to hidden and disable collision, the a.i still acts as if it sees me regardless, I've read that this is a thing with the perception component but I've found no way to disable it
@@BROCKSGAMING for a channel this small I'm not sure anyone would watch a livestream, but if you have any specific things you want to know, let me know and I will add it to the list if it's something I can cover well.
@@gamedevsocietybu6179 I actually wanted more advance ai system, like ai dynamic cover system, ai will use weapon emplacement like mortars, antiairguns, since I am trying to make a very hard infiltration stealthgame I need these things
Probably the best AI series I have ever seen! Good job and thank you so much for this!
Thanks
This series was great. Thank you
THANKS!
Your tutorials are amazing!!! I'm doing my best to share your channel + content
Thank you, I'm trying to work more on this channel now. I should be able to do at least monthly uploads, ideally bi-weekly, but it depends on my work schedule.
Amazing tutorial, definitely deserves more views!
Just one thing: for the behaviour tree, I think you could simply put the "Searching" sequence under the "Can't see player" sequence since it's a consequence of not being able to see the player. You'd also need less Enums :)
Keep up the amazing work, was super helpful and well-structured!
Fantastic videos btw. Straight to the point and very helpful! Looking forward to the next episode!
Amazing! Can you make a video on how to make the enemy attack us and give us damage? Thanks in advance, your channel saved my game, I was about to give when your tutorials worked and helped me.
Great series been having a hard time following other tutorials been stuck with my AI for a week! Your videos were quick, understandable and informative! I did have to change the Patrolling and Searching state in the BT to be less than or equal to for it all to work my character would always go back to patrolling after chasing not sure why.. but only took me a few minutes to figure out after watching this!
This series has helped me massively. Thank you. However I'm trying to apply the same logic for the hearing sense. Using a print string it does tell me the enemy can hear me but I can't seem to stop the enemy patrolling to turn and face the noise emitter actor.. any help or if you're up for doing an add on to this series regarding the hearing sense that would be helpful. I've found some tutorials online for the hearing sense but they all do it different and inside the blueprints but I wanted to try and set it up in the behavior tree so all the AI actions go through the BT
Loved your tutorials, very understandable and simple. You are amazing! Please keep up the work so we can learn from the best!
I am so glad I found you! Keep up the videos, you are an amazing instructor!
Much thanks for the excellent tutorial, however with some mechanics like hiding in a locker where i set the player character to hidden and disable collision, the a.i still acts as if it sees me regardless, I've read that this is a thing with the perception component but I've found no way to disable it
hi bro I'm having trouble implementing hearing ai can you make a tutorial
Bro Where is next video
Jut coming back to this channel now, I will get on that when I can.
@@gamedevsocietybu6179 just waiting with unreal open, do livestteams so that we can also ask questions
@@BROCKSGAMING for a channel this small I'm not sure anyone would watch a livestream, but if you have any specific things you want to know, let me know and I will add it to the list if it's something I can cover well.
@@gamedevsocietybu6179 I actually wanted more advance ai system, like ai dynamic cover system, ai will use weapon emplacement like mortars, antiairguns, since I am trying to make a very hard infiltration stealthgame I need these things
Also stealth ai system where player can get information from ai by Thteathining him