NokiMo
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Unreal Engine Battle Simulation - AI Improvements (ALS #34)

This is episode 34 of third-person shooter series based on Unreal Advanced Locomotion System. Here, we are going to do some improvements to the behavior tree based AI system of the characters. Following points will be discussed and implemented in this session.    - Increasing the mobility of the AI characters when they are engaged in battle.  - Selecting movement mode (crouch, run, sprint, walk ) according to the situation  - Prevent locking onto dead enemies - prevent firing of dropped guns  - General AI improvements

CodeLikeMe Third-Person shooter series: https://www.youtube.com/playlist?list=PLKLABJGyKV-CmWAXXeuUTer0iI0kSG1W4

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project files

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

Unreal Engine Battle Simulation - AI Improvements  (ALS #34)

Comments

Thank you, it's working now! The navmesh wasn't updated at all 😅 Now I crunched out a huge green navmesh for the entire city and they are on patrol as we speak :)

DjSadhu

Well, that depends on where you actually needs navmeshes. You can put navmesh bounds volume only on streets

Thilina Premasiri

Thanks for checking! Could my map be too complex? How/where is this navmesh built? My map is like a big city with lots of buildings.

DjSadhu

Hi, I just tested and patrolling is working. I created a new map called ALS_test in the Levels folder. there is a patrol NPC. in the default map, there are no patrolling enemies. They engage in fight right after start

Thilina Premasiri

sure, I'll check and get back. recently i noticed sometimes the navmesh is not generated. had to reload the map. check if the navmesh is properly generated. when you press P, you should see that in green

Thilina Premasiri

Maybe it is something I did, but the last version where the Patrolling NPC patrols, is OneDrive_2022-02-20. After that it fails to start walking. Could you check if this patrol function still works in later project versions?

DjSadhu


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