Smart Enemy AI | (Part 21: Boss Fight Continued) | Tutorial Unreal Engine 5 (UE5)
Вставка
- Опубліковано 15 чер 2024
- Learning Goals:
1 - Optional tasks: how to set a task as optional in the behavior tree
2 - Random attacks: How to randomly select an attack based on a chance value
3 - Throw weapon: How to make it look like the enemy is throwing his weapon
4 - Point of Interests: How to mark specific areas in your map as a point of interest to use later in your encounter
To download the full project files from all my videos and use any assets I create in your own games for free, then join my Patreon. Also I would be forever thankful to my early adopters
/ alizoh
Join my Discord server to chat and mingle with the community
/ discord
Link to the full "Smart Enemy AI" Series:
• Smart Enemy AI Tutoria...
Link to the "Shooting Projectiles" tutorial:
• How to Shoot Projectil...
Link to the "Damage System" tutorial:
• How to Build a Combat ...
Link to the "AOE damage/healing" tutorial:
• How to do AOE damage a...
Checkout my other tutorials on my channel:
/ @alielzoheiry
Chapters:
00:00 Intro
00:20 Adding teleport ability
07:41 How to make "optional" tasks in the behavior tree
10:03 Second melee combo attack
15:55 Boss rotate to face player during attack
17:00 Randomly choosing an attack in the behavior tree
19:52 Throw axe attack
36:50 Teleport to specific place in the arena
45:26 Looping the throw axe sequence
47:47 Adding quick attack after axe throw sequence
52:28 Next up in part 22
Assets used:
- FX Variety Pack: www.unrealengine.com/marketpl...
- Axe animations from Mixamo: www.mixamo.com/#/?page=1&quer...
- Paragon Sparrow: www.unrealengine.com/marketpl...
- Paragon Gideon: www.unrealengine.com/marketpl...
- Paragon Feng Mao: www.unrealengine.com/marketpl...
About me:
I've been learning game development for a few years now, I do have a background in software engineering, and I also have a background in education, so being able to combine my love of gaming, software engineering and education is the best way to spend my time.
I am currently working on this 3rd person action adventure game as a hobby, but I am also trying to build a community, thus I am creating UA-cam tutorials to find others who are interested in game development and design.
If you are interested in learning more or if you are interested in working together, please let me know in the comments.
#unrealengine #unrealengine5 #ue5 #gamedev #smart #enemy #combat #AI #blueprint #tutorial #behavior #tree #attack #system #behaviortree #boss #healthbar #melee #block #parry #combo - Ігри
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.
Honestly the Chance and Force Success Decorators are awesome. They can offer you so much control on how the enemy will behave by just changing a few numbers.
I'm glad to hear that you found the Chance and Force Success Decorators useful! They can definitely offer a lot of flexibility and control over the behavior of the enemy with just a few adjustments. Thanks for your comment 🙏
Nice job (again). I had a few issues with my boss focus for some reason. Had to tweak a few things to get it to work but besides that, it was a smooth lesson! Thank you! 🤟
Thanks again Trela! Glad to hear that you managed to fix the issue you are facing. Thanks for watching and commenting 🙏
Excellent work, thanks a lot!
Thank you too! Glad you liked it
thank you so much i learned a lot from you
Happy to hear that! I do my best to make sure I teach people instead of just making something to copy and paste
Awesome video!
Thank you! Glad you think so 🙏
thank you very much for tutorials
You are welcome! Glad you liked them
Hi Ali. Do you mind explaining a bit mre why we need to use that Bind Event ? Its the only aspect of some if your setup that I just cant seem to grasp. Thank you !
Sorry which part are you referring to exactly?
Great!
Glad you liked it ;)
excellent👌👌👌👌👌
Thank you! Happy that you liked it 🙏
hi there, @AliElzoheiry, my projectile seems to hit the boss, how should I make the projectile ignore him?
If you could give me some suggestions. Thankyou.
If you want your projectile to ignore certain actors (go through them) then you should change the collision settings of the projectile box/sphere to "Overlap all dynamic" instead of "Block all dynamic". Then also change the "On Component hit" in the base projectile to "On component begin overlap". With this setup you can have the projectile ignore certain actors when it overlaps them, and hit others
i think people don't know that you uploaded these video, that's why views are low😓😓
Hey Nwha, I haven't released this publicly yet, only the people that are following along the playlist will see it, and you're one of those lucky ones ;)
OO I SEE 😁, and please make a course, there are many AI tutorial on udemy which are expensive and are lower quality then Your AI tutorial🥲, make a course there are many who will buy it, me too.😊 @@AliElZoheiry
I really appreciate your support. I'm definitely thinking of making a Udemy course, but I also want to build a community here on UA-cam, so I'm still deciding where to focus my efforts
I will buy the course as soon as you release it 😃
@@AliElZoheiryof course I will be one of the first ones to buy your course if you make one Ali.
waiting for it ....
my projectile is spawning and after moving a bit its disappearing, its happening like 50% of the time, and other time it works fine, any suggestions what can be the cause?
There are 2 possible reasons I can think of why it would disappear. Either you set a short "life span" of the projectile, which causes it to be destroyed after that duration ends. Or it is colliding with something invisible.
I don't know why, but the boss does not spawn his "projectile axe" while the axe throwing animation is playing. I checked the name "Throw" and there is no problem (I added BreakPoint and it shows the "Spawn Actor BP Projectile Spinning Axe"), I looked at the Outliner window during the game and no projectile is spawning. What am I doing wrong? (I'm sorry for my bad english)
Hey there! if the animation is playing, but the action isn't happening, then make sure that the switch statement in the montage is actually executing. Maybe you have a typo in the notify name, or you used an incorrect notify type (e.g regular notify instead of montage notify) in your montage
@@AliElZoheiry Thank you for the answer. I solved the problem. The issue was with the collision settings of "BP Projectile Spinning Axe". It was spawning inside the boss due to a collision block in "BoxCollision". I fixed it by running "Ignore Actor when Moving" in Begin Play, and now it works perfectly. Thanks again!
@@erenyarar4517 thanks man, nice tip. Just adding my 2 cents here, if you are using the "Get Owner" on the "Ignore Actor when Moving" and still isn't working, try to use the "Get Instigator", it worked perfectly here.
How did u add the player dash/Teleport?
This was added in the previous video (Part 20) at this timestamp ua-cam.com/video/rf-WXW1eI4Q/v-deo.htmlsi=0B5dM7jjmONpnHWU&t=3840
Hi, Great video's!! Everything works, except for my boss teleport. I have increased the max fly speed and acceleration. But he still teleports very slow. In the tutorial it almost feels like an instant teleport, were in my game it feels like u get chased by the boss.
Glad you found it useful! Make sure that you also set the movement mode to flying, because if you just change the flying speed but the movement mode is still “walking” then the enemy is constraint to the max walk speed
@@AliElZoheiry Thanks, for the comment, I have just copied the teleport function of the mage. The mage is working fine but the boss is still too slow. I checked everything, and its all the same in both blueprints. Maybe i have overlooked something , but i dont see it.
I found myself with the same exact probelm. The movement mode was set to flying, and max fly speed and acceleration was set accordingly but still way slower than the boss in the video. I even downloaded and checked the project files that Ali provided in his patreon, but couldn't find difference.. Hope this comment gets updated!