Unreal Engine 4 Tutorial - Stealth AI Part 12: Chasing the Player

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In this series we are creating AI and player interactions for a stealth game. This will include stealth movement, patrolling guards, takedowns, and alert phases.

In Part 12 we add the ability for our guard to chase the player when they spot them.

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I think a fix is missing here, where in the InvestigationSequence block, the BlackBoard Observer abortions changes to Both. Isnt it?

danik
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There's a bug with this system, where if the actor detects any other pawn that isn't a player during the chase (for example, if multiple actors are placed into the scene), it sets it's following actor to none, causing the AI to completely freeze in place. It also considers other pawns as stimuli, so it will "investigate" the location of the other pawns that it senses. I'm not sure how to solve this :(

xweert
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Nice video man!!! Just wondering what your intro song is?

samyg
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