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Ali Elzoheiry
Netherlands
Приєднався 30 жов 2008
Software Engineer, educator, game developer, gamer, and content creator
I love teaching and making educational content, so the chance to combine both my love of games and teaching is the perfect outlet for me, and also keeps me motivated to work on my own games.
I'm hoping to build an online community of like minded people, where we can support each other grow together and maybe collaborate on something fun. If that sounds like something you would like to be apart of, then feel free to join the Discord community
If you found my content useful, I would love your support on Patreon. I would be forever thankful to my early adopters
www.patreon.com/Alizoh/membership
Join the Discord community
discord.gg/AEnM4wvYzN
I love teaching and making educational content, so the chance to combine both my love of games and teaching is the perfect outlet for me, and also keeps me motivated to work on my own games.
I'm hoping to build an online community of like minded people, where we can support each other grow together and maybe collaborate on something fun. If that sounds like something you would like to be apart of, then feel free to join the Discord community
If you found my content useful, I would love your support on Patreon. I would be forever thankful to my early adopters
www.patreon.com/Alizoh/membership
Join the Discord community
discord.gg/AEnM4wvYzN
Meet Your Personal Unreal Engine Assistant! (AI Powered)
AI tools are unlocking new ways of learning, so I wanted to bring this technology to all my supporters to offer a new way to learn from my videos, ask questions and get unstuck faster.
Head over to my Patreon to get access to the chatbot
www.patreon.com/Alizoh
I hope this chatbot can help you fix bugs, understand unreal engine faster and easier, and also save you a lot of time!
Join my Discord server to chat and mingle with the community
discord.gg/AEnM4wvYzN
Chapters:
00:00 What is this Chatbot?
00:39 Use case 1
01:36 Use case 2
02:44 Use case 3
04:06 What's next?
04:39 How to get access?
05:46 Final words
#unrealengine #unrealengine5 #ai #chatbot #gamedev #tutorial #ue5 #openai
Head over to my Patreon to get access to the chatbot
www.patreon.com/Alizoh
I hope this chatbot can help you fix bugs, understand unreal engine faster and easier, and also save you a lot of time!
Join my Discord server to chat and mingle with the community
discord.gg/AEnM4wvYzN
Chapters:
00:00 What is this Chatbot?
00:39 Use case 1
01:36 Use case 2
02:44 Use case 3
04:06 What's next?
04:39 How to get access?
05:46 Final words
#unrealengine #unrealengine5 #ai #chatbot #gamedev #tutorial #ue5 #openai
Переглядів: 4 364
Відео
Bow & Arrow Masterclass | Unreal Engine (UE5) | Part 3
Переглядів 2,4 тис.14 днів тому
In this part (part 3) of the bow & arrow masterclass you will learn the following: - Correctly draw and shoot an arrow from the bow - Create upper-body montage slot - Use aim offset to rotate the mesh towards where the camera is aiming - Create a crosshair widget - Calculate arrow path to always hit the center of the screen If you want to follow along with my specific bow and bow animations you...
Bow & Arrow Masterclass | Unreal Engine (UE5) | Part 2
Переглядів 3,2 тис.Місяць тому
In this part (part 2) of the bow & arrow masterclass you will learn the following: - How to blend the upper body from one animation with the lower body of another animation - How to animate the bow skeleton - How to spawn and attach an arrow to the mesh - How to shoot the arrow If you want to follow along with my specific bow and bow animations you can get the full project files on my Patreon D...
Bow & Arrow Masterclass | Unreal Engine (UE5) | Part 1
Переглядів 13 тис.Місяць тому
This Bow and Arrow tutorial series aims to teach you how to create high quality bow and arrow gameplay mechanics, but in order to do that I have to teach you a lot more things, for example: - Blending different animations together - Complex traces and collisions - Dynamic crosshair with "bow draw strength indication" - Visual and Sound effects - and so much more In this video (part 1) you will ...
Why Dependencies are Bad and How To Avoid Them In Unreal Engine | UE5
Переглядів 19 тис.2 місяці тому
The Mediator Pattern: Software Design Patterns are like a guide on how to write good code, whether you're using Blueprints or C , knowing good software practices is a MUST! This video goes over the mediator pattern to build a "Combat manager" to coordinate actions between multiple enemies and the player. We will also be combining the mediator pattern with the observer pattern from the previous ...
The Most Common Mistake Beginners Make in Unreal Engine | UE5
Переглядів 84 тис.3 місяці тому
The Observer Pattern: Software Design Patterns are like a manual on how to write good code, whether you're using Blueprints or C , knowing good software practices is a MUST! I hope this first video in the series gives you a good intro on what design patterns are and how the observer design pattern can be used. This will be done through the use of "Event Dispatchers". Event dispatchers in unreal...
The Power of Git in Unreal Engine: a Step-by-Step Guide | UE5
Переглядів 7 тис.3 місяці тому
Unreal Engine projects are huge and can get messed up quite easily, so make sure to use Git and back it up to GitHub. Whether you are a solo dev or working with a team, these tools are a must for any software project. Download git git-scm.com/download/win Create a repository on GitHub github.com/new/ Command for generating SSH key ssh-keygen -t ed25519 -C "WRITE_YOUR_EMAIL_HERE" Command for vie...
My Journey To Becoming An Indie Game Dev
Переглядів 14 тис.4 місяці тому
Game development (whether indie or part of a bigger studio) is an exciting path for a lot of people, especially creative ones. With free gaming engines like Unreal Engine and Unity, it's more easier than ever to get started, but making something fun is another story, it won't be easy, but nothing worth having or doing ever is. Download all my tutorial project files www.patreon.com/Alizoh Join m...
The ultimate guide | How to Save & Load your unreal engine 5 game | ue5
Переглядів 18 тис.4 місяці тому
This video will teach you how to save and load your unreal engine 5 game in the most scalable and flexible way. I aim to teach you good code architecture and how to structure your systems in a way that makes them easily reusable, maintainable and scalable. By the end you will have a system that contains a reusable save and load system that can be copied into any project, and extendable with cus...
20 Unreal Engine Tips You NEED to know | UE5
Переглядів 16 тис.4 місяці тому
These tips and things I personally found useful and helped me speed up my development process with unreal engine (ue5) quite significantly. There are a lot more of these tips and tricks I can share, so let me know if you're interested in another video like this. Download all my tutorial project files www.patreon.com/Alizoh Join my Discord server to chat and mingle with the community discord.gg/...
Free Unreal Engine 5 Project | Celebrating 10k Subscribers
Переглядів 3,8 тис.4 місяці тому
Thank you all for celebrating this milestone with me, this project is just a sample of what you can do with UE5 in just a few days when you have reusable systems at your disposal. Download all my tutorial project files www.patreon.com/Alizoh Join my Discord server to chat and mingle with the community discord.gg/AEnM4wvYzN Link to the "Shooting Projectiles" UE5 tutorial: ua-cam.com/video/hkQ9bE...
Smart Enemy AI | (Part 22: Boss Fight Final) | Tutorial Unreal Engine 5 (UE5)
Переглядів 11 тис.5 місяців тому
Learning Goals: 1 - Boss Jump Attack: You will learn how to modify the jump attack to work at far and close distances 2 - Difficulty: You will learn how to add difficulty to your fight by randomly changing the attack patterns slightly 3 - Invincible: How to make the enemy/player invincible during certain actions 4 - How to create the new floating platform ability & lightning strike attack To do...
Smart Enemy AI | (Part 21: Boss Fight Continued) | Tutorial Unreal Engine 5 (UE5)
Переглядів 6 тис.5 місяців тому
Smart Enemy AI | (Part 21: Boss Fight Continued) | Tutorial Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 20: Boss Fight) | Tutorial Unreal Engine 5 (UE5)
Переглядів 16 тис.5 місяців тому
Smart Enemy AI | (Part 20: Boss Fight) | Tutorial Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 19: Player Block/Parry/Combo) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 12 тис.6 місяців тому
Smart Enemy AI | (Part 19: Player Block/Parry/Combo) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 18: New Attack System) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 8 тис.6 місяців тому
Smart Enemy AI | (Part 18: New Attack System) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 17: New Magic Spell) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 7 тис.6 місяців тому
Smart Enemy AI | (Part 17: New Magic Spell) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 16: Spinning Melee Attack) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 6 тис.7 місяців тому
Smart Enemy AI | (Part 16: Spinning Melee Attack) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 15: Long Range Melee Jump Attack) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 8 тис.7 місяців тому
Smart Enemy AI | (Part 15: Long Range Melee Jump Attack) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 14: Mage Enemy Continued) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 6 тис.7 місяців тому
Smart Enemy AI | (Part 14: Mage Enemy Continued) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 13: Mage Enemy) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 11 тис.7 місяців тому
Smart Enemy AI | (Part 13: Mage Enemy) | Tutorial in Unreal Engine 5 (UE5)
How I Debug My Game | Finding & Fixing Bugs/Issues | Tutorial in Unreal Engine 5 (UE5)
Переглядів 2,8 тис.8 місяців тому
How I Debug My Game | Finding & Fixing Bugs/Issues | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 12: Team Combat System) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 11 тис.8 місяців тому
Smart Enemy AI | (Part 12: Team Combat System) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 11: Group Enemy Combat) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 17 тис.9 місяців тому
Smart Enemy AI | (Part 11: Group Enemy Combat) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 10: AI Jumping / Nav Link) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 14 тис.9 місяців тому
Smart Enemy AI | (Part 10: AI Jumping / Nav Link) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 9: Stealth Seeking & Perception) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 11 тис.9 місяців тому
Smart Enemy AI | (Part 9: Stealth Seeking & Perception) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 8.5: Fix Bugs & Improvements) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 9 тис.9 місяців тому
Smart Enemy AI | (Part 8.5: Fix Bugs & Improvements) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 8: Player Attack & Enemy Block) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 19 тис.9 місяців тому
Smart Enemy AI | (Part 8: Player Attack & Enemy Block) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 7: Damage System) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 25 тис.9 місяців тому
Smart Enemy AI | (Part 7: Damage System) | Tutorial in Unreal Engine 5 (UE5)
Smart Enemy AI | (Part 6: Ranged Enemy Behavior) | Tutorial in Unreal Engine 5 (UE5)
Переглядів 26 тис.10 місяців тому
Smart Enemy AI | (Part 6: Ranged Enemy Behavior) | Tutorial in Unreal Engine 5 (UE5)
Thank you so much. you are legend man. The most important thing in the game is main menu, Setting menu, saving and loading system.
Hi! I don't understand. what is the problem. My bot starts an investigation, but constantly moves towards the player, although its target point is the place of noise (location from the stimulus)
hey at 14:38 y noticed that after you check the attack target is equal the actor to forget the actor is not plugged in remove item anymore. should it be like that? i mean it does nothing if is not connected
Hey! You are correct, when I pulled off of attack target to do the check, this got disconnected automatically from the remove node. I didn't want that to happen and i believe i fixed it later on (or maybe off camera) but very good catch, you should keep it connected
@AliElZoheiry thank you. I was confussed
*theme of TARA* *Making sound* Guard: what was that noise?
Excellent video!
9:27
Ali i think you forgot to add a part where the AI will stop following you after you run away for so long :c
Hey there, that's added in Part #9 😉
Hey I ran into an issue when setting the focus. I tried all the suggested fixes such as ticking 'Use Controller Desired Rotation' but enemy just pivots 180 degrees on attacking and stays in that orientation. Only fix I could make was changing SetFocus to 'Get player Character' instead of 'Get Blackboard Value as Actor 'feels like it could be to do with my blackboard value not being set correctly? Still it works for now.. will this limit me wanting an enemy to focus on another target later on? Thanks for the tutorial!!
Also works if I use 'Get Player Pawn' from SetFocus.. Happy but frustrating because I want to follow exactly your method and understand what the issue is with using 'Get Blackboard Value as Actor ' cant be to do with Pawn/Character movement settings as it works when using two different focus options.. Any ideas what is going on?
Ahh got it. I didn't have AttackTarget Selected under the Keys Tab after clicking on 'BTT_FocusTarget' in the behaviour tree.. It was set to 'SelfActor' so did not function properly. Will leave this comment up as it might help someone in the future who makes this mistake :)
how do i unbookmark it ?
You bookmark something else 😂?
So its shitty game mechanics from 2012? Good to know
my BT i stuck in attack mode it doesnt leave it no matter how far away i get once it sees me
Moving away doesn't automatically cause the enemy to forget that player. That functionality was added in Part #9
for some reason point of interest is saying invlid and it wont swith from attacking mode after it get into it what did i do wrong aha please help
Hey there, I suggest checking where you set that blackboard variable, maybe you are not calling it correctly, or passing an incorrect location.
The "SetFocus" node doesn't work for me - I'm using 5.4 and everything looks the same as what you're doing. Any ideas how to get the AI to focus?
Hey there! I'm not sure what the problem is. But make sure that you have "Use controller desired rotation" checked in your character class defaults. Because if that is not checked, then the controller will rotate when SetFocus, but the pawn won't follow that rotation
Try changing SetFocus to 'Get player Character' instead of 'Get Blackboard Value as Actor. Worked for me but might limit what you can do later in terms of changing Target for AI
Prince Aliiii, fabulous heeee, Ali Elzoheiryyyy !! Genuflect, show some respect !! Thank you man, You're awesome !
Hahaha thank you for the entertaining comment! I'm glad you found the content helpful 🙏
Me: Heals occasionally Enemy: Heals literally once Me: surprised Pikachu's face
Man this tutorials are very useful, I never made something like this before because I always used blender for making renders and other stuff, I've followed all the damage system and the attack videso (projectile and AOE) and it was mind blowning, so hyped to follow the AI series but I'm "stuck" at 24:19, I've made everything you did (decorators, cooldown etc.) but my enemy don't start the strafe, he first attacks and THEN start the strafe, I thought it could be solved with the Ideal Range part but nothing changes, the behavior tree is set up correctly, I even went back to the first 3 video to see if I missed something but nothing to do, that mf continues to attack when he sees me and then strafe. What it can be? Thanks for all the free content! I'm about to join in your patreon in these days
Hey there, thank you for your support and for following along with the tutorials! It sounds like the behavior is correct actually. Because by default cooldown nodes are NOT on cooldown, so during the first loop over the tree, the attack should happen first, and then it will go on cooldown. If it's happening differently in my tutorial, that's either a change in engine version, or something additional that i have done, causing the branch to be executed without the attack occuring, thus triggering the cooldown
Ask it to do anything complex and it breaks. It's pretty bad.
Hey, thanks for sharing your feedback. I appreciate the honesty. I don't track what kinds of questions people asked, but if you are willing to share with me some of the questions you want this to be able to answer, I will keep improving it and make sure to add more data related to your questions
okay when i return to game i begin from checkpoint and it makes a new save. and i dont want to do it
Hmmm... interesting one. If you don't want that initial save to happen, you can disable saving for the first few seconds after spawning. So when the game begins, set a timer, and when the timer is over, then allow saving, and if a save is detected before the timer ends, then ignore it.
Hi Thanks for this amazing tutorial. Have followed and everything works apart from the widgets aren't responding to the HitReacition. Although they go empty when dead. Same for player and enemy. Unsure what I have done wrong. Any Ideas?
Could be something to do with my MaxHealth variable.. It doesnt seem to eefect anything when I change it to any value, 0 or 200. Bar doesnt change and neither does health (times hit until dead)
Think I've spotted something.. My get Max health interface was targeting 'Health' not 'MaxHealth' learned a lot by going through to bug fix.. Thank you for this tutorial. Your are a great tutor!!
Hey, thanks for your comment! Glad you managed to fix the issue and that you found this useful. Keep up the great work 💪
Much of what you said here rings true for myself, as well. I studied computer science and coding in the 90s, and had the dream to develop games since the mid-80s. Life had other plans. After playing "Far Cry 5" I decided to do something about learning game development. Like you, I found the documentation, and online tutorials somewhat underwhelming, and not very helpful. I think I was thinking too big, and trying to wear too many hats at once. I managed to get working what I wanted working, but it "felt" terrible, especially where AI is concerned. I am currently working through your "Smart Enemy AI" series, which has been very helpful, so far. I got seriously discouraged after playing "Terminator Resistance", which is what I had in mind for a game; only to discover that it sucked in the court of public opinion. I am one person with a $0 budget for assets and addons meaning that it's all up to me alone, and whatever I can rip from existing games and 3D model sites; and I do this only as a hobby. I always had a dream to be a teacher, so maybe one day, I can put the two together and feed my cats, courtesy of content creation... Thank you for your idiot-proof explanations, which have helped me as much as I am sure they have helped others.
Thank you for sharing your experiences and your kind words. It's great to hear that the "Smart Enemy AI" series has been helpful for you. It sounds like you have a lot of passion for game development, and I admire your perseverance in pursuing your dream despite the challenges. Keep going, and who knows, maybe one day you'll be able to combine your love for teaching and game development. Good luck with your journey, and give those cats some extra treats from me!
Just starting you AI videos. QUESTION: I make a infinity rooms game. How can I add Navigation only for the rooms that are generated (Door opens = generate next room)? I wish it to be with the lowest CPU usage. Thank you! Oh and can I do it without a landscape because the player can keep open doors in one directorion. Thank you!
Hey there! Thanks for starting my AI videos! To create a navigation system for dynamically generated rooms, you can consider using procedural generation to add Navigation Mesh bounds volumes dynamically. This would minimize CPU usage as the navigation data is only generated for the current and adjacent rooms, reducing the overall computational load. Additionally, for your scenario, you can utilize the Nav Modifier Volume to control the navigation within the generated rooms. As for the absence of a landscape, you can achieve this navigation system without it by leveraging Nav Mesh Bounds Volumes within the individual rooms. Good luck with your project!
@@AliElZoheiry Hello again. Thank you for the idea. What I have done yesterday as a try and error was to use Navigation Invoker that in connected to my character. When I move the Nav Mesh moves with me. But I had to set the “Runtime Generation” to “Dynamic” from "Static". Can this be considered a better or worse that what you offered. I'm new to UE and I'm still learning. Oh and do I have to use the NavMeshBoundsVolume? I don't know if I can change it's size or how? Thank you!
Great video, but man it's frustrating to follow along when you get to a section where you have clearly done a lot of work off camera. If you follow your videos in order once you get to 52:00 it's a whole bunch of enemy NPC projectile code that was not done on camera so there's no way to follow along. Love the content but highly recommend not doing things off camera because your audience can't follow the tutorial when you do
Hey, I'm glad to hear you're enjoying the content and finding it helpful. I understand the confusion, but nothing was done off camera really, I just migrated the entire projectile project into my other damage system project which I have a full tutorial on as well, so you can follow along with everything if you want to implement the damage system part as well (That's where the enemy blueprint came from) Check it out here ua-cam.com/video/o3uFXnNxwKE/v-deo.html
After 17 yrs of Software QA, i am moving to Game dev and your information is amazing. Started with random videos and blueprints from everyone and anyone but it was all very messy and impossible to scale. Thanks a lot for your incredible work, everything is top tier! The only problem i have is trying to understand how to set the health bar, i get "Blueprint Runtime Error: "Accessed None trying to read property DamageableActor". Node: Get Max Health Graph: Get_Healthbar_Percent Function: Get Healthbar Percent Blueprint: WB_Health_indicator" And the debugger throws : Debugger failed - Window is ticking I deleted everything twice, reconnected it like you do and still cant make it work, if you have any time to help, it would be greatly appreciated! - UPDATE: Fill color and opacity was binding to some empty function, removed it and now it works. 🙌 Thanks, and please keep up you amazing work, i'll be following closely!! Best from Argentina
Hey there! Really glad to hear that my content has been helpful for your transition into game development. It can definitely be a messy process with so many different tutorials out there. Regarding the health bar issue, it sounds like you were able to resolve it by identifying the issue with the fill color and opacity bindings. I'm here to help anytime if you run into more issues. Best of luck with your game development journey, and thank you for your support from Argentina! 🌟
wh not just random Patrol in Range? just curious
You can do that of course if you want a random patrol, but if you want a specific patrol route (like for stealth games where the route needs to be predictable) then you need this
excellent work! I believe youre the first to do it! I'm pretty sure Epic is working on an AI assistant themselves as well, but I havent heard any news about it for like the past year. Makes me wonder whats going on with it
Thank you! I appreciate your support. It's definitely intriguing to wonder about the progress of Epic's AI assistant. Maybe they can use mine ;) Let's see what they come up with in the future.
Hi Ali, I don't know if I missed a video, but I wanted to know do you have a tutorial consolidating all your abilites? Basically, a spellbook/actionbar where you can drag and drop and switch out spells for different ones? So that you can have a wide selection of spells to use like in an RPG like Last Epoch or Diablo or MMo's like Archeage?
Hey there! That's a great idea for a future tutorial! I don't have something exactly like that yet, but I'll definitely consider it for an upcoming video! Thanks for the suggestion 🙏
ALT SHIFT S, I have been aligning vertically manually forever. Great tips!
Awesome! Glad you found the shortcut helpful. Thanks for your comment!
I just realized that after this particular episode, I can start creating simple mobs for some hack'n'slash game :D
That's great to hear! I'm glad you found the episode helpful for your game project. Good luck with creating the mobs for your hack'n'slash game! 🎮
So where is the tutorial?
Link in the description, as well as the "Created from" link, as well as on my channel
this is very cool if your able to take it to the next level there is nothing like this, currently i use prompts for chat gpt and they are useful but what your doing is a whole new step up
Hey, thank you for your comment! I appreciate your support and feedback. I'll definitely take that into consideration for future content 🙏
Does anyone know how I could deactivate a cinematic at the beginning of the game with this logic, if I add it from BeginPlay of the Level for example?
Hey there! When a player sees a cinematic for the first time, you can then save a variable that signals that this specific cinematic has been viewed, and then next time before playing it, check in the loaded data if it was viewed before or not, and if so, skip it
@@AliElZoheiry Thank you very much bro, in the end I managed to do it in a somewhat crappy way that works by touching the save trigger, but if I don't move the character and it doesn't save, it starts again. I'll give it more thought to get exactly what I want. Have a good day and thanks for answering.
This boss fight tut really saved my game. I was going to struggle like crazy making this happen so I really appreciate this. The final step of bringing it all together really helped as well. I look forward to your next stuff.
Thank you so much for your comment! I'm happy to hear that the boss fight tutorial helped you. I'm glad you found the final step impactful, and I can't wait to share more content with you in the future! 🙏
Just wanted to make sure to let you know I am loving this series.
I'm so glad to hear that you're enjoying the series! Thank you for the positive feedback! 😊 Keep watching for more helpful content.
I have been looking like crazy to find a good boss tutorial I could use for my game. And this was it man. Great start into boss fights.
Hey, thank you for your comment! I'm really glad to hear that the tutorial was helpful for your game's boss fight. Good luck with the development! 🎮
My AI Debug window only opens when I'm in a simulation. It won't show up in the editor or if I play normally
I just found out if I press F8 in play mode everything is there but as soon as I go back into the player the UI disappears again
I also had to make a new shortcut because apostrophe didn't work for me also my unreal didn't have a shortcut in the first place. The UI also looks slightly different, I'm using unreal engine 5.3 btw
Hey there! not sure what the problem is in editor, it works fine for me. But indeed you usually have to change the keybindings to suit your needs
do we need c ++ code for each character???
This tutorial series is all done using blueprints, no C++ needed. Check it out on my channel
OMG, I rewatched the video three times now because some things weren't working correctly and every time I forgot to set the succeed boolean to true in the finish execute note...
Hey there! It happens to the best of us 😉 Glad you figured it out in the end!
good quality videos man, thank you
Glad you're enjoying the videos! Thank you for your support 🙏
Love the videos. There does tend to be a problem in this video in the last 10-15 minutes where certain blueprint nodes (like the projectile targeting stuff) is clearly made off of the recording or edited out and the audience has to guess at what you're doing. One example is the target variable was made in the enemy blueprint, but it was not accessible in the player blueprint so I had to assume it was the same one (you just drag and drop it so clearly it was made off-screen). The other instance of this is the not exploding on the player. This was also made but not recorded. Other than that great video, excellent quality, and great content. Following along is easy and the video is quite well made overall. I'm enjoying following your videos and adding them to my own game portfolio
Hey, I'm glad to hear you're enjoying the content and finding it helpful. I understand the confusion, but nothing was done off camera really, I just migrated the entire projectile project into my other damage system project which I have a full tutorial on as well, so you can follow along with everything if you want to implement the damage system part as well (That's where the enemy blueprint came from) Check it out here ua-cam.com/video/o3uFXnNxwKE/v-deo.html
sir why the player always chase me even im aout of eye sight range ??? i dont know if i miss any where can you reply me about that
Hey there, what you are referring to is additional functionality that is added in part 9, allowing the enemy to forget the player when they are out of range or line of sight
Such a nice idea Ali! And planning to integrate with other content creators is next level 🖖
Thank you so much for your kind words! I'm glad you enjoyed the idea. I'm always looking for ways to collaborate and create more value for the community. 🖖
incredible video
Glad you liked it! Thanks for watching 🙌
who woulda guessed my unreal engine coach was such a handsome dude
Hey, appreciate the compliment! Thanks for watching and enjoying the content 🙏
Can you work with MathewWadsteinTutorials?
What kind of collaboration would you like to see? Happy to hear any feedback
This is super cool!
Glad you liked it! Thanks for the feedback 🙏
Wau! Ali, you just continue to surprise me, in the good way. I am so happy to be supporting you on patreon, as you are giving value back tenfold! Damn this is a good addition to the learning experience! I have been Hoping for a chatbot integration for some time now, and there it is! You provide again, without even being asked. Thank you for being so amazing!
Thank you so much! I really appreciate your support ☺️🙏 glad you find this useful!
Can heal be interrupted as well. Could be an. Add to gameplay.
It can indeed, if taken any damage while healing, the enemy is interrupted
@@AliElZoheiryI wanna learn unreal 5 also but have gone so many videos don't know where to start can you tell me some source
Super dope, Unreal Engine definitely needs something like this. I wish it were free, but it makes sense that it's not. Maybe someday!
Thank you!! I really appreciate your comment, indeed I could not make free otherwise it will cost me thousands a month 😅 but when these models are cheaper or free, then I will make it free as well immediately
What a very very very very cool idea
Thank you! Glad you think so 🙏
@@AliElZoheiry i will definetly use it, as i used your ai tutorial to make an AI for my game that works slightly differently to what you did and this way i can ask it question on things maybe i still not understand fully. I meant to ask, are you gonna update that tutorial including the new motion matching system at some point?
@@flcc94 I wasn't planning on introducing motion matching to the AI series, since it's not really related to AI in anyway, it's just a more realistic way of doing advanced locomotion and action animations.