Unreal Engine 5 RPG Tutorial Series - #21: AI Detection and Chasing

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Hello guys, in this quick and simple tutorial we are going to continue with my UE5 RPG Tutorial Series in Unreal Engine 5!

[/Script/AIModule.AISense_Sight]
bAutoRegisterAllPawnsAsSources=false

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The best tutorials so far!

would be nice to see:
1. Storage chest mechanics
2. NPC interaction
3. Skills system
4. Crafting
5. Stealth depending on light or something like that (thief mechanics)
6. Loot dropping system (basically make a item DB and divine it into cats. like: A, B, C with random drops so we can set on enemy one of those cat.)
7. Swimming on and under water

oh man would be nice to see everything :D hope you'll keep on posting on daily basis like you do, amazing job!

GamerIntusiasm
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make sure your BP_ThirdPersonCharacter > AIPerceptionStimuliSource > AI Perception have tick "Asto register as source" and added array element "AISense_Sight".

kaid
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Yesss! Love this. You're teaching me also how to navigate and get a better workflow in UE5

johnremp
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bro thats a amazing work youre doing in here, i really appreciate all the work, and i ll be more thankfull if you added for us the next ep of this serie sooner, m enjoying it, and its helping me a lot of my work

ihebmabrouki
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Yayyyy, the sunflowers 🌻 work. Gorka is back again with another easy to follow RPG Series 👀👀

quizzypham
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omg i would have been a failure at this ai stuff and would have to go to the ue5 forums ask questions and might not even get an answer about unreal giving all pawns stimuli sources you will always be truly a legend.

killerthepro
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Thanks a lot! We're waiting for more!!!

brothersidtv
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This is so cool. I hope you'll eventually make them transition from walk patrol to run chase. Also it would be cool to also have them suspect you before they chase. Great tutorial. You're the man 👍🏾

EricOlorunfemi
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finally man I've been waiting for this video

dyniciousmubanga
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If you dont want the AI to stop chasing instantly, you can do the following:


1. Add custom Event "StartDetectionLossTimer" in the EventGraph. From there, add "Set Timer by Event" (I set time to 3 seconds and non-looping). From there use the return value, promote to variable "DetectionLossTimer".

2. In the SightDetection function, on the Branch that checks for "Successfully Sensed", from false, call the new Event that we created in the EventGraph. (I named it "StartDetectionLossTimer"). You cant do time based things (delays or timers) in functions, so we have to call it from there.

3. From the timer, drag of Event, add custom event. Now in here you cut and paste the logic gorka has in the video on false of "Successfully sensed" (Set Value as Object to no Object).

4. Inside the Sight Detection function, of of the "Set Value as Object", where you set the detected Actor as TargetActor, drag of and "Clear and Invalidate Timer by Handle". Here we plug in the detection Loss timer.

This will result in a timer starting as soon as the AI loses sight. This timer will reset when it gains sight of us again. When it lost sight for 3 seconds, it will reset to standard behaviour.

Chitor
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Great tutorial Sir, thank you. Congats on 100K subs

Kiwimum
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Thank you broo, love you so much much much ❤️❤️❤️🥺🥺

_sachintha_nimesh_
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I'm making a turn-based RPG and it will be extremely useful to make the enemies follow the players so thanks

kasai
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Amazing Work Bro !!!!
Waiting for next video ?
When the AI Will fight with Player

interstellardreams
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Great video! Which video did you cover setting the Player to the TargetActor value in Blackboard?

poshyposhlad
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could you show in a video on how to change the character into a metahuman and to keep the animations that we already imported not only the running ones. Like the custom ones for the mannequinn aswell.

ItzBexell
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i think its a good idea later to add hearing perception so we can crouch, not hearing us and assasinate then

TolisPiperas
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If people r still getting error when they hit or damage the AI character
The way I solved it is by going into BPC player Stats In decrease health (where the error is happening) just replace the dummy character to the ai character that we created becuz we won't be needing the dummy (most likely) and in the EVENT GRAPH replace 'cast to dummy character' (or whatever u named the dummy) with 'cast to BP ai' and SET it this should solve the problem

Qilzeriss
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Please go over the advance locomotion systm on how to retatget from the base one to ue5 one

MAX-kjrt
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This is like the 3rd video you made about NPC detection and chasing but after checking it out I noticed it has some new info. What I noticed is that after the NPC loses visual of the player, it goes instantly back to patrolling, which looks unrealistic, even for other stealth games.

It would be nice to expand the Blackboard to make the NPC like patrol or search for a little while a small radius of the area the NPC last saw the player, like investigating to see if they can detect the Player again.

Maybe this would be solved with addition of the Hearing Sense but if you're planning to follow the tutorial series of a game similar to Assassins Creed, in those games the player can hide perfectly still in a place to avoid detection, so the NPC searching the area the player was last seen would be a great addition to this tutorials.

RaulMartinez-btvm