Enemy AI Don't Move When You Look At Them | You Can't See Through Walls - Unreal Engine Tutorial

preview_player
Показать описание
Hey guys, in today's video, I'm going to be showing you how to make it so when the player looks at your AI, they will not be able to move. This also works with obstacles and walls, so the player cannot see through them.

#Ue4 #UnrealEngine4 #Ue4Tutorial
___________________________________________________________________________
00:00 - Intro
00:17 - Overview
01:51 - Creating The Blueprint Interface
03:00 - Toggling The Enemy Movement Part 1
05:11 - Defining The Player Sight Range
07:08 - Creating The Correct Cone
08:23 - Toggling The Enemy Movement Part 2
12:27 - Stopping The Player Seeing Through Walls
18:19 - Testing And Explanation
19:58 - Final Overview
20:31 - Outro
___________________________________________________________________________

___________________________________________________________________________
If you want to support me, there are many different ways of doing so. This is by no means expected or required. It is just a nice support :)

Thank you :)
___________________________________________________________________________
To access the project files and screenshots from the video, check out my Patreon above!

___________________________________________________________________________
♫Outro Song♫
●Kronicle - Chill Noons
Рекомендации по теме
Комментарии
Автор

Excellent. Someone can recreate the weeping angels now!

What about glass?

OpenMawProductions
Автор

others: when do I use this? I mean the enemy should move when they are viewed

SCP devs: I`ll take your entire stock

arkgamer
Автор

I've been waiting all my life for this tutorial....Thankx Matt :)

dr.pgopakumar
Автор

Hello Matt, ty for another great tutorial.
I'm happy to see you doing more AI tutorials! Awesome!

nikgiak
Автор

Awesome! I love you how you took the time to explain how and why very detailed and extremely informative!

RelytX
Автор

For noobs like me: the tutorial works, but will also interact with everything in sight. On the cone collision at the custom setting, I set the object responses (outside of pawn) to ignore, then it worked without issues.

MeowMasterZombo
Автор

Not sure if you've already done this, but it would help out a lot if you made a video on picking up items as well as it showing on screen. Like picking up a flashlight and being able to use it. You're literally the best UE4 teacher on here 👍

MrGooshy
Автор

Very cool. I'm planning to use the overlap part of this to make sure the character is facing an object that has an interactive animation. 👍

PatrickTheDM
Автор

It works very well. The only issue I've run into is when the enemy comes into view, it....kind of glitch moves stationary out of view whenever I move my camera towards it.

hdelorian
Автор

Thanks for the tutorial mate. I just have one issue, the AI doesn't stop moving when there is another AI nearby. For some reason, my pawn sensing component doesn't detect multiple AI at once so how would I fix that?

Bleeped
Автор

Great video! Could you please make an AI based off a behavior tree with chase music and melee attack?

phillips
Автор

I should really start using BP interface.
Nice tut as always

fleurbird
Автор

This is going to scare the crap out of people in horror videogames.

SevenYearsGoodLuck
Автор

Speaking of Five Nights At Freddie's, there's no tutorials about how to do that style of jumpscare on YouTube. Would be quite interesting to see!

azngf
Автор

Thanks for the video...but I'm stuck again because the cone overlaps with collectables items from a distance, the player will collect them without being near to the items. How can I fix the collision problem? I want to make the AI stop at the same time I don't want the player to collect the items by just looking at them.

jasonyeo
Автор

Can you make the Ai follow the players footprints 2 locate the player

taintedpain
Автор

If you enabled the right snapping mode in blender. You can grab the object and snap it to the center.
This is easier and infinitely more precise.
But off course this is not a Blender tutorial 😉

fleurbird
Автор

Ine thing i found which can basically make this alot simpler is the "WasActorRecentlyRendered" node. Just stick it in a branch and there you go!

myeyesdontbreathe
Автор

quick question to fire out in hope of response: this system oddly interacts with objects simulating physics in my project. The question really being; is there a way to stop it from knocking around these objects, if so please explain to me how I might be able to fix this issue.

theoneoverseeraotoariseoft
Автор

could you make a save system that works for games with no player character? (im making a clicker game that is coded in the gui and i cant figure out how to cast to it)

israeloconnor