This is episode 133 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to work on how AI NPC characters perform priority tasks. For example, when an AI character see the player, they have to shoot the player and run to the alarm an activate it to alert others. So, in such a situation, even when the AI is actively engaging on the fight, we need to override the typical behavior and make it run to the alarm. SO, we will implement it as a generic behavior rather than a specific situation that only applies to activate alarms. So, we can make AI characters perform different tasks too. All the behaviors are implemented through AI behavior systems.
project files
https://www.patreon.com/posts/63654325