Smart Enemy AI | (Part 16: Spinning Melee Attack) | Tutorial in Unreal Engine 5 (UE5)

Поділитися
Вставка
  • Опубліковано 20 вер 2024

КОМЕНТАРІ • 66

  • @Xsabino1
    @Xsabino1 11 місяців тому +5

    This is without a doubt one of the best Unreal engine channels we have here on UA-cam. Thank you very much for being that person.

    • @AliElZoheiry
      @AliElZoheiry  11 місяців тому

      Thank you Clark for your ongoing support 🙏 I'm always happy reading your comments, and I hope my tutorials continue to live up to that standard

  • @gundren
    @gundren 7 місяців тому +2

    I have been following this series for a while now. And I have to say that one of the best things you do is direct us to earlier videos if we want a refresher. As someone completely new to UE5 this really helps when it comes to learning!
    Keep up the good work

    • @AliElZoheiry
      @AliElZoheiry  7 місяців тому

      Hey, thanks for the positive feedback! I'm glad you find the references to earlier videos helpful, I do indeed try to put effort to make sure all the videos connect to each other so that someone starting from the middle isn't completely lost

  • @estepup
    @estepup 9 місяців тому +7

    In case anyone missed an important detail (like I did), if your first test rotation at 16:05 rotates the enemy around an open space instead of an in-place pivot, make sure "Force root lock" is checked in the spin animation.

    • @AliElZoheiry
      @AliElZoheiry  9 місяців тому

      Hey Estepup, thank you for this addition, indeed I migrated this animation from another project which already had root lock checked, so I forgot to mention that here. Thanks for letting me know

    • @estepup
      @estepup 9 місяців тому

      Glad I could help. Love the videos.@@AliElZoheiry

  • @ADuarte-bq6uu
    @ADuarte-bq6uu 8 місяців тому +1

    In case anyone's player still doesn't allow them to move while being hit, make sure the hit reaction animation's root motion has "Force Root Lock" checked instead of "EnableRootMotion"
    It worked for me

    • @AliElZoheiry
      @AliElZoheiry  8 місяців тому +1

      Hey, thanks for sharing the tip! I'm glad to hear it worked for you. Cheers!

  • @Shizuma450
    @Shizuma450 11 місяців тому

    Thank you for this great video Ali Elzoheiry!
    You really spoil us! Like the previous videos, a real pleasure to follow!
    (at 20:40 I thought we were on Diablo 3, like the barbarian in Trombe Whirlwind specialization :P)

    • @AliElZoheiry
      @AliElZoheiry  11 місяців тому

      And thanks to you too as always Shizuma 😊🙏
      Hahahah indeed a buggy version of Diablo then 😂

  • @JoMarcos28
    @JoMarcos28 11 місяців тому +1

    Awesome!! This series is incredible. Next the enemy, will be the axe-throwing squire? consistent idea for the series!! :D

    • @AliElZoheiry
      @AliElZoheiry  11 місяців тому +1

      Thank you! Glad you think so. I'm sure if there will be a next enemy, or I'll do some more attacks, then go to the boss fight directly. Either that, or the next enemy will be a defensive/tanky enemy. Haven't decided yet

    • @JoMarcos28
      @JoMarcos28 11 місяців тому

      @@AliElZoheiry Looking forward to seeing all the these ideas implemented in the series. I have learned a lot from this.

  • @theindiegamedude
    @theindiegamedude 11 місяців тому

    Thanks for the awesome content as always! :)
    I had a slight issue getting the Take Damage node as a message to show up when dragging off the branch to check that the "Attack Target" equals the Actor in the "AOEDamageActor". This was causing the Melee enemy to damage itself on the first spin of the new spin attack XD
    All I had to do was untick/uncheck the check box that says "Context Sensitive" on the node search window. Just leaving this here, incase anyone else runs into this.
    Can't wait to see what you do with the boss :)
    Stay blessed 🙏

    • @AliElZoheiry
      @AliElZoheiry  11 місяців тому +1

      You're very welcome 😇🙏
      Glad that you fixed the issue, but im not sure why the content search would have anything to do with the damage function, but if it works, it works 😶

    • @theindiegamedude
      @theindiegamedude 11 місяців тому

      @@AliElZoheiry - Haha, I was thinking the same exact thing XD
      Maybe something to do with the latest version of the editor. It's been a bit finnicky the past few weeks. Ever since integrating Visual Studio, and using C++ with 5.3.1. Or perhaps just something about my machine lately.
      Sometimes restarting the editor works, sometimes rebooting my entire machine. Could just be the olé' technical gremlins XD
      "Whatever Works" has been an ongoing motto lately, haha. Have a fantastic weekend :)

  • @KvltWitch
    @KvltWitch 8 місяців тому

    great work! so good to see such quality tutorials.

  • @liobag2830
    @liobag2830 11 місяців тому +2

    DEMACIAAAAAAA!!!!

  • @nfrancisj2122
    @nfrancisj2122 11 місяців тому +1

    Have you tried using the Sequencer for authoring animations? (I haven't, but curious) It's suppose to be "the new way" to animate + I think it supports exporting to montage/sequences for blend state use. (i think)

    • @AliElZoheiry
      @AliElZoheiry  11 місяців тому

      I have tried it for basic animations, or poses, but I am not an animator, so it was quite difficult for me to use without a proper understanding of the basics of animation. Though it did seem like a very useful tool, filled with features, and I made a small cinematic with it once. You can see it at the end of this video ua-cam.com/video/NpCXDkxa4bA/v-deo.html

    • @diliupg
      @diliupg 7 місяців тому

      I am building an FPS game and I used the sequencer to build all the reloading animations and they look pretty good. There is an FPS animation build tool in the market place which has a good price and is a gem.

  • @luffy8602
    @luffy8602 11 місяців тому

    Amazing

  • @alvesesquilo
    @alvesesquilo 2 місяці тому

    In the last part of the video, even putting the 7s cooldown for the spinning attack, it still use the spinning first and only then runs the cooldown. What should I change so the cooldown prevents the enemy to start with the spinning just like yours?

    • @AliElZoheiry
      @AliElZoheiry  2 місяці тому +1

      Hey there! I believe the cooldown node works differently in different unreal engine versions. That's the only assumption I have to be honest

  • @shantagmorelbereth1408
    @shantagmorelbereth1408 6 місяців тому

    (Update 2 weeks later: see comment for fix) Unfortunately, the Chase Attack Target is not actually chasing the player, the enemy remains spinning in place and chase after the animation has ended. I took the montage from your project and I even created two others: one with everything enabled about root force and root motion, and one without the enabled root motion. I am trying to run the project on 5.3.2. I have seen that a different chase method is provided in the next episods so I hope it will fix this issue.

    • @AliElZoheiry
      @AliElZoheiry  6 місяців тому

      Hey there, hope you fixed the issue 🙏

    • @shantagmorelbereth1408
      @shantagmorelbereth1408 6 місяців тому

      Not yet but I guess I found the issue: It is from the animation itself that i have migrated from your project. It was already tweaked and therefore the force root motion was in a way disabled. So I am going to pull the anim from mixamo and doing it from scratch ((still good for leaning by practicing :)) @@AliElZoheiry

    • @shantagmorelbereth1408
      @shantagmorelbereth1408 5 місяців тому

      Fixed :) @@AliElZoheiry I had both "root motion enable" and "force root lock" ticked in the spinning animation. I learned something new from episod 19: A montage inherits its animation root options. In disabling "root motion enable" and "force root lock" I had the motion and the spin activated as expected when playing the simulation. Thank you Ali :)

    • @qasimimtiaz697
      @qasimimtiaz697 4 місяці тому

      @@shantagmorelbereth1408 can you guide me a little more about it because I'm having the same issue but this fix didn't worked for me

  • @cegeims1103
    @cegeims1103 10 місяців тому +1

  • @TheVorlecGame
    @TheVorlecGame 7 місяців тому

    Hey man, i noticed that if you die in the middle of the spinning attack, and then respawn, the enemy just stands still, like if the behavior tree got stuck. any solutions?

    • @AliElZoheiry
      @AliElZoheiry  7 місяців тому

      Depends on how you do the respawn functionality, if you are removing the actor from the level and adding a new one, then I don't see this as a problem, and if you are respawning the same actor, then make sure to stop the behavior tree and start it again from scratch

  • @kevensantos-prf
    @kevensantos-prf 11 місяців тому

    Hello master, could you add a function to the Ranged enemy or Magic Enemy so that when he has low health, he kicks or stuns the target around him and then runs away to heal himself.

    • @AliElZoheiry
      @AliElZoheiry  11 місяців тому +1

      Hey keven, thank you for the suggestion, I'll add it to the list 👍

  • @iwantswigun2889
    @iwantswigun2889 10 місяців тому

    Hi, do you accept suggestions tutorials in unreal engine from comments?

    • @AliElZoheiry
      @AliElZoheiry  10 місяців тому

      Hey, if you have any suggestions, definitely let me know in the comments. Then I add all suggestions to a list, and if the same suggestion pops up multiple times (or just sounds fun and interesting) then I follow up on it

  • @BooneyianLogic
    @BooneyianLogic 9 місяців тому

    I cant seem to figure out how to import the mixamo animation into Unreal. I always get an error, failed to import, something about root bone.

    • @AliElZoheiry
      @AliElZoheiry  9 місяців тому

      If you're trying to assign a mixamo animations that was meant for a specific mixamo character, onto your unreal mannequin, then you're definitely gonna get errors. You have to retarget the animations from one skeleton to another, and also good to know that mixamo animations don't have root bone, so you would have to add that yourself during retargetting

    • @adamsimonds6184
      @adamsimonds6184 6 місяців тому

      There's a blender plugin that you can use to add a rootbone to mixamo animations. Druidmechanics has a video about how to use it

    • @azareis7585
      @azareis7585 2 місяці тому

      I know it's been quite some time since you posted this, but I came across a short video a while ago that shows how to quickly retarget Mixamo animations to the UE5 Manny Skeleton, without requiring knowledge of Blender and etc: ua-cam.com/video/jH02x-VdQDs/v-deo.htmlsi=y0j96ruFrE83tS6N

  • @QQ-jt7rs
    @QQ-jt7rs 11 місяців тому

    Dude When you combine everything and when you'll finished Smart & Boss AI? I am wanted finishing my game

    • @AliElZoheiry
      @AliElZoheiry  11 місяців тому

      Not sure exactly when it will be finished, but hopefully a few more parts till the boss

    • @QQ-jt7rs
      @QQ-jt7rs 11 місяців тому

      @@AliElZoheiry few more? How much?

    • @QQ-jt7rs
      @QQ-jt7rs 11 місяців тому

      @@AliElZoheiry You can finished in November?

    • @AliElZoheiry
      @AliElZoheiry  11 місяців тому

      I don't know to be honest 🤷‍♂️ but probably not in November, thats too soon

  • @PinducaGigante
    @PinducaGigante 11 місяців тому

    Will you do the boss class?

    • @AliElZoheiry
      @AliElZoheiry  11 місяців тому +1

      Yeah, I will eventually make a boss tutorials

    • @PinducaGigante
      @PinducaGigante 11 місяців тому

      @@AliElZoheiry oh, ok , thank you very much

  • @QQ-jt7rs
    @QQ-jt7rs 11 місяців тому

    Hey Ali I am have Take Damage But, not have Damage Causer - 32:34. When you making this?

    • @AliElZoheiry
      @AliElZoheiry  11 місяців тому

      This was added in part 8.5, to fix Bug number 2 ua-cam.com/video/5mdATB4uYko/v-deo.html

    • @QQ-jt7rs
      @QQ-jt7rs 11 місяців тому

      @@AliElZoheiry Its weird I Cant see this part

    • @zrmdevelopment7260
      @zrmdevelopment7260 11 місяців тому

      You don't see the link that he just shared? If not, you can also try to find episode 8.5 in Playlist -> Smart Enemy AI Tutorial Series and search for episode 8.5@@QQ-jt7rs

    • @AliElZoheiry
      @AliElZoheiry  11 місяців тому

      You mean part 8.5 is not visible to you?

    • @QQ-jt7rs
      @QQ-jt7rs 11 місяців тому

      @@AliElZoheiry Yes. Now I can see part 8.5
      But, don't worry I finding. Sometimes YT not recommending videos

  • @rahulvyas4020
    @rahulvyas4020 Місяць тому

    hey, if the enemy dies at just before starting the spin attack, the enemy dies but then the sword in hand does the spin attack and then stops. and then on stopping the play in editor, I am getting "Attempting to move a fully simulated skeletal mesh /Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.BP_Enemy_C_UAID_6C240817BAAAEF0A02_1133477119.CharacterMesh0. Please use the Teleport flag" the following warning? how do I stop the animation attack function as soon as the enemy dies and also I am not wanting to enable movement when being hit, so how do I disable the player movement on dying?

    • @AliElZoheiry
      @AliElZoheiry  Місяць тому

      Hey! To stop the animation upon enemy death, you can call the "Stop Anim Montage" node

  • @QQ-jt7rs
    @QQ-jt7rs 11 місяців тому

    Dude I Have bugs MageEnemy & Question how to fix RangeAI & Melee Focus [Maybe part 8.5, I can fix Bugs]. You have discord or Email? I want to contact you

    • @AliElZoheiry
      @AliElZoheiry  11 місяців тому

      Discord link in the video description, please ask your question in the appropriate channel