Let's Build the RPG! - 51 - AI Perception Hearing - Unreal Engine 5 Tutorial

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  • เผยแพร่เมื่อ 3 ก.พ. 2025

ความคิดเห็น • 18

  • @kevinhocking3531
    @kevinhocking3531 2 ปีที่แล้ว +2

    Nothing but gratitude and appreciation for the continued hard work! Producing these videos is undoubtedly complicated and time-consuming, that being said, your consistency and quality is more than admirable. We appreciate the commitment to sharing your knowledge with us plebs!!

    • @NumenBrothers
      @NumenBrothers  2 ปีที่แล้ว +2

      My pleasure. We're all struggling upward together!

  • @scottvenard402
    @scottvenard402 2 ปีที่แล้ว +1

    I love your tutorials. Your channel is a hidden gem and I hope your subscriber base continues to grow

  • @Yggdrasil777
    @Yggdrasil777 2 ปีที่แล้ว +1

    A little tip: @9:30 - Use a Sequence node. Put the Report Noise on sequence 1 and the main connection on sequence 0. Put the Sequence at the beginning of the function (anywhere before the Branch). It will make your life so much easier.

  • @CosmicComputer
    @CosmicComputer 2 ปีที่แล้ว +1

    This whole series is just fantastic, thanks for uploading all these great resources, I really appreciate you!

  • @David-ti8jh
    @David-ti8jh 2 ปีที่แล้ว +1

    Great tutorials! I started this series over my holiday break, and finally caught up to you! Looking forward to whats to come, thanks!

    • @NumenBrothers
      @NumenBrothers  2 ปีที่แล้ว +1

      wow, you're moving fast! Impressive, most impressive 😄

  • @imadmimo9252
    @imadmimo9252 2 ปีที่แล้ว +2

    hey i wanted to ask about your abilities ...do you think it would be possible to use a niagra system like rock trails but based on the material you are lockated in ! i thought you might be intrested in making guide like this since it would be unique on YT. thanks for your videos !!

  • @NikomaGrob
    @NikomaGrob ปีที่แล้ว

    I really don't get something, I'm at 23:00 and everything is working fine, except that I can't get my jumping or splashing to make any sound. I have a report noise event, I have the footstep loudness variable and I also have a new local footstep instigator with actor object reference. I can also log the location when I jump after the noise event and also the loudness. Also it has the Character tag. still my AI doesn't hear me jumping or splashing but it can hear me walking, what could I have done wrong? I even connected it to a custom attack I made where I shoot a projectile, they hear me shooting it and they can hear it impacting somewhere. yet... the jumping and the splashing will make no sound whatsoever. even tho in game it definitely makes a sound and it creates a noise event. but it's never picked up as sound, not as Character or non-Character.

    • @NikomaGrob
      @NikomaGrob ปีที่แล้ว

      So funny, I've been chewing on this for a solid 2 or 3 hours. yet when I wrote the question out my brain just went "OH RIGHT" and i fixed it. I forgot to connect the character reference to the Jump Land Sound function in the macro in my animation blueprint and I also forgot to do that for the splashing sound.
      So tip for everyone, don't forget to connect the character references in your ABP :)

  • @nassergreatdeveloper3745
    @nassergreatdeveloper3745 ปีที่แล้ว

    thank you sir,
    in the time 10:27, Why did you use the name "character" in the tag in report noise event?

    • @NumenBrothers
      @NumenBrothers  ปีที่แล้ว

      we're going to have sounds that the AI recognizes as being a character (the sound itself), vs. those sounds that are not. An example is an explosion- you want the AI to be able to react to an explosion, but the AI is not going to treat an explosion the same way as a footstep or another sound that's directly tied to the character.

    • @nassergreatdeveloper3745
      @nassergreatdeveloper3745 ปีที่แล้ว

      @@NumenBrothers Also In the time, 11:24 the variable under reference Category, which is called character. How did you add it? Is it from blueprint class or is sound cue ?

    • @NumenBrothers
      @NumenBrothers  ปีที่แล้ว

      @@nassergreatdeveloper3745 that is standard reference for the ThirdPersonCharacter animation blueprint. On Initialize Animation.

    • @nassergreatdeveloper3745
      @nassergreatdeveloper3745 ปีที่แล้ว

      @@NumenBrothers thank you 🙏 for your time.

  • @nassergreatdeveloper3745
    @nassergreatdeveloper3745 ปีที่แล้ว +1

    Thank you, sir
    I got problem when I add new Aiperception. I named it "AiPerception" when I tried to choose index " AI hearing config", the system did not allowed me , so I just fix by rename it in different name of the Aiperception again and it is working. Therefore, guys if you got any problem try to rename the thing you name . it might be because the name.

  • @finalstack
    @finalstack 2 ปีที่แล้ว

    Great video as usual, did you consider using State Tree instead of Behavior Tree?

    • @NumenBrothers
      @NumenBrothers  2 ปีที่แล้ว

      I anticipate we'll begin to use state tree when we begin to integrate gameplay abilities into our AI