NokiMo
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Unreal Engine 5 - Detection Meter and AI Behavior Tree (ALS #98)

This is episode 98 of the third-person shooter series based on Unreal Advanced Locomotion System.  In previous episodes, we implemented a detection meter that fills up and blink when AI enemy characters detect player. Today, we are going to work on how to integrate that into the actual AI  behavior that is controlled through a behavior tree in the game. So, after the player is detected, the enemies will start shooting. While they are engaged in the fight, when they temporarily lose the line of sight to the player, and regain line of sight, the detection meter will not appear again. It will appear again only after player manage to completely evade the enemy AI characters and AI characters also dis-engage and stop searching and goes back to normal duty routines. In a fresh cycle.

project files

https://www.patreon.com/posts/63654325

Unreal Engine 5 - Detection Meter and AI Behavior Tree (ALS #98)

Comments

Welcome

Thilina Premasiri

Yes. I am planning to implement such behaviors as described in this video. https://youtu.be/3zRtrVpy68w

Thilina Premasiri

Having a great time watching this series. Thanks !!!

Steve Cox

I think what would be fascinating, is to have the enemies (if in range from one another) group together, play a conversation montage, like they are collaborating, then start a coordinated search. If the team can't find the player, break up into individual search.

Steve Cox


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