Smart Enemy AI | (Part 22: Boss Fight Final) | Tutorial Unreal Engine 5 (UE5)
Вставка
- Опубліковано 15 чер 2024
- 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 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
00:27 Boss Jump attack
08:23 Randomly choosing between jump/quick attack
11:31 Ground smash AOE attack
16:10 Making the boss invincible during certain attacks
19:44 Floating platform ability
33:04 AOE trail attack
41:10 Combining all attacks into the final boss fight
45:40 Outro & updates
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.
#unrealengine #unrealengine5 #ue5 #gamedev #smart #enemy #combat #AI #blueprint #tutorial #behavior #tree #attack #system #behaviortree #boss #healthbar #melee #block #parry #combo - Ігри
I am 4 epsisodes from finishing this series, i am so grateful for it, you bringing this free for everyone to learn from, not only does it help me go closer to my dream but also helped me put life in my characters.. this tutorial is not just a stepping stone for a bigot artist tryna be programmer like me, its a ladder straight to another plane of skills, thank you very much ali.
It only had been 15 days since i started this series, i really learned a lot and became fast at understanding it.
( havent touched grass )
Brother, thank you for spending so much time and trying very hard to make all the lessons sooo clear and understandable. It is not always possible to meet such an enthusiastic person in any profession in principle. Great respect for that, and I wish you success on your journey. Keep rocking!
Thank you Okinava, I really appreciate your support and encouragement. I'm very happy that you see the effort I put into these and that you find it valuable. Thank you for watching 😊🙏
Brother, you are the unsung hero, the uncrowned king, the community needs more like you.
I can't state how much I love your videos, very detailed and in depth , I'm so happy I found your channel
Thank you so much for your kind words and support! I'm thrilled to hear that you are finding the videos valuable and in-depth. Your feedback means a lot to me. Keep watching and learning! 🙏
As someone just starting out I can already tell you and your channel will be a huge help in this journey!
Thank you so much for your comment! I'm really glad to hear that you are finding the content helpful. Good luck on your journey, and feel free to reach out if you have any questions along the way! 🙏
You're the one who does the best job in unreal about artificial intelligence. There is something I'm curious about and there is no training on the internet or on UA-cam. Simulation games, for example, like internet cafe simulator, hotel simulator, etc. Artificial intelligence comes to the shop, if there is an empty place, it sits or goes, gives orders, if the shop is full, it doesn't come, when the work is finished, you can teach the production of this kind of artificial intelligence. It is both very useful and a content that has not been done on UA-cam before.
Thanks for your comment! glad you enjoyed my content.
For your question, I recommend looking at the sample project epic games recently released for free called "Cropout" it has some Ai with behaviour similar to what you're describing
Hello, Ali san
thank you for the nice tutorial.
It took about 3 months, but I did it.
I didn't find any practical AI tutorials like this in Japan, so I learned a lot.
Hello! Thank you for your kind words and for sticking with the tutorial for so long. I'm glad to hear that it was helpful for you, and I'm honored to have been able to fill a gap in AI tutorials for you in Japan. Keep up the great work!
Just finished the series!! You are the best teacher ever!!! I learnt so much from your tutorials! God bless you!!! I paid for your patreon to show my gratitude!! Thank you once again for spending so much time on truly teaching us game development!!!
Thank you so much for your kind words and support! I'm truly grateful for your encouragement and I'm delighted to hear that you found the series helpful. Your contribution on Patreon means a lot to me, and I'm thrilled to have you as a member of the community. Wishing you the best on your game development journey!
This was an incredible series, great job and I hope there is still a lot coming in the future. Can't wait to see whats gonna be next
Thank you for the kind words! I'm thrilled you enjoyed the series. Stay tuned, there's definitely more exciting content in the pipeline! 🙌
Can't say thank you enough Ali! It was a really wonderful tutorial series for AI. I've learnt a lot and it was fun at the same time. I appreciate sharing such a great tutorial. Can't wait to see the new tutorial from you!!
You're very welcome 🤗 I'm really glad this was helpful and I hope you enjoy the rest 🙏
Incredible Series. by far one of the most informative on youtube! did a fantastic job. excited to see what you put out next!
Thank you so much for the kind words and support! I'm very happy that you found the series informative and I'm excited to continue creating valuable content for you to enjoy. Stay tuned for more!
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! 🙏
It was the best lecture I've ever seen in an Ai tutorial!
Teacher for letting me start my project again, which I gave up two years ago!
When the project is complete, I will share it in the Discord room!
Thank you so much! I look forward to your good tutorials in the future!
Thank you, my teacher!
Thank you for the kind words and I'm really happy to hear that the tutorial has reignited your passion for your project! I can't wait to see the end result in the Discord room. Good luck with your project and look forward to it! 🙏
Just finished the series, and it was great! Thank you for your effort , good luck with all your projects! I always wanted to create a grappling hook mechanic, with adjustable speeds and with the possibility to swing once we grab something. You'll always have my support, master :)
Thank you so much for your kind words and support! I'm really glad you enjoyed the series. Good luck with your grappling hook mechanic - it sounds like a really exciting project to work on! If you have any questions along the way, feel free to reach out. Keep pushing the boundaries!
Best tutorial series I have found for making third person action games! Great job!
Thank you for saying that, I appreciate you 😊🙏
I wish I could give a thousand likes. Best UE tutorial series I have ever seen, thanks a lot for your work!!!
Thank you so much for your kind words and support! I'm thrilled to hear that you found the tutorial series helpful. Your appreciation means a lot to me!
Far from the end of this series in my own development but I had to check the final result. Looks amazing Ali :D Get a brake now and rest a little bit. For the next tuts/videos you decide what is interesting for you to explore :D You are teaching good principes in coding and developing so even if the subject ain't something everyone is interested in, they still can learn a lot. Cheers!
Thank you Boris, I really appreciate you 🙏 i hope you enjoy this series
Not gonna lie, this series by itself is all you need to know about AI systems of UE really happy with the end result. Also explanation is so on point, plus the dubugging and general flow. Cheers man!
Thank you so much Pulkit 🙏 I really appreciate you ☺️
Bro is def the best UE content creator! thanks a lot man, you helped my project to improve in a lot of ways!
Thank you so much for your kind words! I'm really happy to hear that I've been able to help you improve your project. If there's anything specific you'd like to learn about in the future, feel free to let me know!
One of the awsome series , watching from start , learned many new things about Ai which i didnt knew from past 5 years , i appericiate if you extend this series and make a AI which learns from player actions , attacks and patterns them. Seems like hard but if done its gonna be awsome
That's what I'm talking about! That's why he's the G.O.A.T.! The G.O.A.T.!!!!!!
Thank you Kellowatt, I really appreciate you saying that, and I appreciate your continued support of my channel 🙏
Just finished it. Absolutely amazing...
You finished all of it already!? Glad you liked it! Please let me know if you know if you have any feedback, if I could have done anything differently
Great job as always !
Thank you 😊🙏 glad you enjoyed it
love your work brother
Thank you so much for your kind words, I really appreciate it! 🙏
awesome, i will implement some of the concept into my game, great work.
Thank you, and good luck on your game, I hope this helps 🙏
Thanks for making these tutorials boss
You're very welcome 🙏
I watched all of these.Very amazing turtorial. Hope you will success in your journey.Thanks.
Your best is SO CLEAR.
Will be more lessons in future?
i join lxyuan question, i don't want to be greedy, but this tutorials are so amazingly put together (haven't finished them all yet), and already cant wait for the next series, I'm hoping there is going to be one or 2 :)
Thanks a lot Lxyuan! There will definitely be more tutorials soon. Not AI related though, I will take a bit of a break from that.
Best tutorials, thank you
Thank you for your kind words! I'm glad you found the tutorials helpful 🙏
Thank you Ali, sincerely.
Following your AI tutorial has been an incredible adventure, rich in valuable information!
You've done an incredible job so far, and I can't even imagine how much work it must have taken.
You'd think it would be so easy to make a tutorial and so on... But honestly, it's not, especially with the level of teaching and quality you offer.
The time you've devoted to making this tutorial series, the intensity with which you've put them out, I have to say... well done!
(Sorry if my messages on all your videos are "too" complimentary :P at times, but let's be honest, there aren't many "tutorials" on AI, I mean, REAL tutorials like you've done, I even think you're the only one to offer this level of teaching. And you bring a pedagogy to it, and manage to make your tutorial really exciting. So I only have these messages to show how happy I am to have been able to evolve to this point on Unreal thanks to you :P)
Thank you so much, as always Shizuma, for your heartfelt message! Your kind words mean a lot to me, and I'm truly glad to hear that the AI tutorial series has been valuable for you. It's feedback and support like yours that keeps me motivated to continue creating educational content. I truly appreciate it! and I'm soo happy that you've been with me from the beginning
Amazing series
Thank you Tie! I'm glad you found it useful
Impresive 💯
Thank you ☺️🙏
Hey Ali, I really love your tutorials, thanks. I was wondering if you could do a series on audio AI stuff, like throwing a rock to distract enemies , whistle to lure them to investigate an area, have "linked" enemies so if you aggro one they all attack you, have an enemy do something to call for reinforcements like ring a bell, etc.
Hey David, glad you liked this 🙏 Thank you for your suggestion, I'll definitely consider it for future AI videos, but I'm gonna take a break from AI for now and do something different for a while
Thanks a lot!!!
I can make a lot of great games with your Healp!!!
You're very welcome! I'm happy it was helpful 🙏
great work. keep going. greets from germany
Greetings! Thank you ❤️🙏 Glad you're enjoying it
wow amazing and this is available through your patreon? happy to support you bro
Hey there, thank you for the kind words! This is indeed all available to download on my Patreon, I technically offer it for free with a trial, but a lot of people choose to continue after the trial to support me and that means a lot to me!
It is so amazing bro.
Thank you! Glad you liked it
Hey Ali you are so special man ty for sharing these tutorials ,Also i'm stucking at boss jumping ,So everything working well only thing is the boss is not jumping directly to character, Even though I changed the arc parameter, it still jumps like before
Hey Hyseyin, you're very welcome 🙏 and sorry to hear your facing issues with the jump functionality. I heard that the "suggest projectile custom arc" function has had some issues in v5.3 of the engine, for 5.2 it works fine.
If you are using 5.2 and still facing issues, I suggest joining the discord server and asking there, then you can provide screenshots/videos (link in the description)
Great series! Should do first person shooter series next!
Glad you enjoyed it! I'll definitely consider doing a first person series, as I'm currently working on a first person game myself, but we'll see 🤷♂️
Hey I really enjoyed your ai video series and they were super helpful, thanks. I was wondering are you considering a new series about animations or specifically Advanced Locomotion System Project that Epic Store provides with no charge? I believe it would be a great level up for enemy animations, implementing ALS to the project. Keep up with the good work!
Hey Cem, thank you for watching and I'm glad you found it helpful. I'm not really focused on animations as I'm mainly a software engineer, so there are a lot more qualified people than me to teach this subject. That said, if I do touch upon animations in future videos, like I did here, I will be sure to explain everything I'm doing if relevant to the topic
Congratulations to all your hard working making those series. By far this is the best content I've found related with AI and battle systems. I learned a lot from your series, just keep doing it if you have time! Btw I'm having some problems with the projectiles. I have implemented the projectile system but I wanted that enemy projectiles only "hit" the player and the player projectile only "hits" enemies but Im not able to do that. "Enemies keep attacking each other and projectiles collides with others aswell", I saw the video related with team members but there, the enemies use line trace instead of spawn a projectile, so I wanted to know if there is a way to fix this behavior of projectiles?
I replied to your other comment 🙏
I come from python/AI background....and This Course/Series of tutorials is one of the BEST by a mile...from start to finish...truly Singular. can I be greedy and ask what you've in store for us next ??
Thank you Tom. I really appreciate your continued support. and it's not greedy at all to ask for what's next :) Although I have to disappoint you and say that I haven't decided yet on a next topic as I'm just taking a small break now and working on my own game, I will have a nice giveaway which I will announce in my next when I reach 10k subscribers, as a thank you to everyone for their support, then I will make a new tutorial (TBD)
I'm just trying to make a simple Souls-Like Boss fight, I have the basics for the AI BT shown in the 1st episode and was on my way through the 2nd when the patrol didn't seem to work which led me to wonder what videos in order I could watch to get to the final 3 videos without missing anything important.
For reference the character I'm following with is the boss I just don't need him patrolling/ hiding to get health if that makes sense?
This has been a great series so far! Cheers!
Replies to your other comment
Your tutorial is very complete and I really appreciate it, the only thing I missed in the entire playlist is a way to destroy the actor without crashing the game, I thought it would be something simple but I tried in several different places and it always crashed
Hey, thank you for your feedback and I'm glad you found the tutorial comprehensive! Regarding the issue with destroying the actor. I don't see any reasons why that would crash the game really. Unless you have some strange references to that actor being destroyed. but for me, when I call destroy actor on an enemy after they die, everything works correctly
Was curious if you were thinking of putting the templates on the marketplace? Your tutorials and work is great.
Hey, thank you for the suggestion! I'm glad you've been finding the tutorials helpful. I'll definitely consider putting the templates on the marketplace, but I have to make it more of a plugin than just a collection of functionality, which will take a lot of work, but I am considering it
Amazing tutorial very thorough, i have learned a lot watching you Thank You :D
Do you know why the boss doesn't teleport in the packaged game?
Hey! I'm happy to hear that you enjoyed the tutorial and found it helpful. Regarding the boss not teleporting in the packaged game, I haven't encountered that issue, but make sure that there were no errors during the packaging process that might have removed some functionality
Thank you for giving the best and clearest explanation on AI tutorials, your work is undoubtedly amazing and even that is an understatement . One of the problems im facing is whenever i duplicate any one of the enemies, they seem to just look at the player and not attacking i subbed and downloaded your content from patreon btw and it still pesist
Hey there! Thank you for your support and kind words. Regarding the issue you're facing. I'm not sure I know what it is, but feel free to join the Discord server and ask your question there with some screenshots/videos, then either I or someone else can help you better
Thank you very much for tutorials. Ali, What do you think about the Gameplay Ability System (GAS)? I learned how to implement the skills through your tutorials, but what are the benefits of studying GAS? I'm curious whether GAS is worth investing a lot of time studying.
Hey, you're very welcome, glad you liked them.
GAS is very powerful and organizes your code in a really scalable and maintainable way, though, it can be quite an overhead if your game only has a handful of abilities, so it really depends on the type of game you're making.
If you are making an RPG with a skill tree, or a MOBA where each character has their own unique set of abilities, or even if you have a game with many different players or enemy types like Overwatch with their unique abilities, then GAS is extremely useful and I highly recommend spending the time to learn it. But, if you are making a game with only 2-5 abilities that won't change and don't really have a progression, then it's not very useful and it will be more of a pain to maintain than any benefit it will give you
hi, excellent tutorials, can you do something similar with gameplay clue and gameplay abilities setup for a more modular setting?
Hey there! Thank you for your compliment and suggestion. I'll definitely add that to my list for future videos. Stay tuned for more content!
Thank you so much for the dedicated tutorial man, i have learn alot from it, i don't know if the newer version have change the decorator cool down logic or what but in my case the boss attack work in the opposite way of your, i have download your project in 5.4 version, in your video, at the start of the fight, the boss teleport to attack you in melee, but in mine, he do the AOE damage sequence first then throw axe, then melee sequence, meaning the behavior tree do the cool down after executed it, do you have the same experience as me in 5.4 version? if it is the case then how would you solve that issue? Anyway, thank you again for such a beautiful In-depth ex tutorial, seriously, you're the best man :D
Hey, thanks for your comment and I'm glad the tutorial was helpful for you! I haven't tried this on 5.4, it could be indeed that something has changed, they do make small changes often without announcing them.
I finished your whole ai series, I learned a lot from you. Thanks for everything.
I have a few questions;
1- When the enemy patrol is drawn, I don't want the enemy to stop momentarily at the spline points. Because it doesn't look natural. how can I achieve this_? Also, if I want the enemy to stop a little bit at the first and last spline point, what kind of a path should I follow_?
2- When an enemy sees us and switches to combat mode, how can I ensure that enemies of a certain radius also switch to combat mode?
3- How to make areas to hide from enemies?
4- How can I make enemies react to dead bodies and go into investigation mode when they see them?
I would also like to report a few minor bugs I noticed in your series;
a- when the enemy hears a sound, he moves to the position where the sound originated. However, when he hears a new sound, he always moves to the location where he heard the first sound, not to the location where he heard the 2nd sound. his location is not updated.
b- After losing sight of the enemy character and returning to his patrol, when he hears a new sound he goes into search mode for a very short time and returns to his patrol. He does not come to the place where he heard the sound and remains in passive mode. However, if he sees it again, he switches to combat mode without any problem.
I would be very grateful if you can answer at your convenience or make a mini training video on the points I mentioned above. If you prepare a training on udemy or another platform, I will be one of your first students :) I hope everything will be to your liking, greetings
Hey, glad you found the series useful 🙏 It will take me a very long time to answer these questions, so I would suggest joining the Discord server and asking some of them there so that other people from the community can help as well. Thank you!
Hey Ali, thanks for the amazing series! It was a blast! Could you please share where you found the ground slam animation, I don't seem to find it on mixamo. Cheers!
Hey Shoxxie, thank you! Glad you enjoyed it.
The animation is from Mixamo but it's not called ground smash, I believe it was called "Sword and Shield casting"
@AliElZoheiry yeah that was it, thanks man!
Hello ali, first I would like to say thank you to all your videos, second is there a way for the boss to have a second phase?, like maliena from elden ring, like when they die, there second phase comes out, thank you.
Hey, really glad that you like this, and thank you for watching.
You can indeed implement a 2nd phase in many different ways, you can have it as a separate behavior tree all together and when the boss dies, or their health drops below a certain percentage then you can replace the first phase behavior tree with the second phase behavior tree. Or, you can just have different branches in each behavior tree that correspond to the phase the boss is currently in, and have a decorator that checks if the boss is in the first phase, then use the first branch, if the boss is in the 2nd phase, use the second branch
Does anyone maybe have any idea why my cooldown decorator sequences are playing first and not waiting the initial amount of time before it can be executed? Any help would be appreciated. (Also just want to say this was one of the most amazing tutorials series I have seen out there!)
Hey! Glad you're liking the series 🙏 Generally speaking, the cooldown decorator always starts closed (meaning it starts on cooldown) and it begins counting as soon as the tree is loaded.
Hello Ali! Your course looks amazing. I just started learning unreal so I apologize if this is a dumb question, but how difficult would it be too replicate this system for multiplayer once i finish your series? I plan to make a multiplayer co-op game where the players can fight various enemy types together. Thank you for your time and I appreciate what you do.
Hey there, thanks for your comment. It's not a dumb question at all, I get that all the time.
It doesn't take much work to replicate this for multiplayer, because all of the behaviour tree logic doesn't need replication, only the enemy/player pawn variables and functions
@@AliElZoheiry Oh ok that is great to hear! Thank you very much for getting back to me. :)
Any plans for phase 2? Great vids btw
Just released the first new video after this series, it's more of a general topic, but something I've been wanting to share for a while. Hope you enjoy it
Nice tutorial. Have you considered to make an AI template that others are able to buy from the Marketplace? There aren't many available and what you have to offer would greatly benefit the community. Something that we can buy and then simply swap out with our own meshes etc.
Hey there, thanks for the comment! Indeed I have considered that, it would need some significant changes to make it a reusable product, but I might do that one day. Thanks for the suggestion ;)
@AliElZoheiry No worries at all. Thanks for the reply. I'm a little time poor at the moment and am needing a working Smart AI for this current project. A template with the BPs would be handy. One that has options for animals, different monsters, zombies, humans, companions etc. It would sell really well I believe.
Hello friend, your tutorials are very good, I would like to know if you can make a series of videos of how to make an artificial intelligence of type the final BOSS of the last off us 2 as it attacks, reacts, chases and the state of alertness that generates that feeling, it would be a good series.
Hey Guerrero, Glad you liked the tutorials. I will be making new videos, but I'll take a break from AI and combat for a bit and focus on something new
can you do some tutorials about monsters or zombies like vaulting and how to control the crowd like if they follow the player with the normal node move to the zombies will follow the player in one line
Hey! Thank you for the suggestion, I'll add it to my list and keep in mind for future videos 🙏
great video as always ,but i have a problem in the launch character 4:53 , when the boss jumps its just at close distance , i mean the launch doesnt work exactly ,for the melee enemy i just multiplied the launch velocity x and y by 2 and it fixed but for the boss its the same problem
Hey Marto, I heard from a few people there were issues in unreal v5.3 of the engine with this jump functionality, if you're using 5.3, I recommend switching to the same version I'm using here 5.2
Thank you very much for the great work, can you fly enemy?
Thank you for the kind words! Flying enemies are indeed an interesting and exciting concept, and I'll definitely consider adding a tutorial for that in the future. Appreciate your support!
Hello Ali, your training is very good. If it is possible for you, please also teach about the mechanics of the virtual reality game. Especially creating a weapon system, removing things professionally and other things.
Thanks to an artist like you.
Hey Rezaj, I'm happy you found this useful. Unfortunately I don't know much about VR games, so I'm not the best person to teach it, but if I do get into it, I will surly make some videos on it
Hello there, @AliElZoheiry, great tutorial, once again. I'm working on a Stun mechanic for the enemies, I'm unable to completely stop the character movement of enemies. I've tried everything, they stop their AI behavior but still remain in idle pose after, how should I stop the enemy completely for a few seconds (so they look stunned). Your input would be much appreciated. Thanks.
Hey there! Thanks for your support. To fully stop the enemy's movement and animation, you can try setting their movement mode to "None" and pausing their animation for the duration of the stun. Hope this helps!
Not sure if this has been suggested but could you do a tutorial on how to make an enemy wave spawner like the one from doom eternal? It could even be its own tutorial series that incorporates the ai from this series.
Hey there, thank you for the suggestion! That’s actually a great idea. I’ll definitely consider creating a tutorial series for an enemy wave spawner like Doom. Stay tuned for future videos!
@@AliElZoheiry also random specific request but I'd love to see your take on a modular and scalable weapons system using data assets or data tables with an inventory system for the weapons too.
Could you please make a tutorial about cutscenes like boss apearing before the fight or if you damage a boss to a certain level and then a cutscene plays, that would be very helpful
Hey, thanks for the suggestion. It's not really my area of expertise, I'm more focused on gameplay rather than art/animation, but I will definitely consider it
@@AliElZoheiry It would be really cool if you made something like this
Hi will you continue with this series im only in the second video and still learning a lot
Hey, I will take a break from this series now as I have already touched upon almost all the AI tools in unreal, and I will focus on other types of tutorials, but I could always go back to this after a while
Hello people. Is here somewhere fix for enemies firing and attacking only on X and Y axis? I ended up with this tutorial few parts ago because it fits perfectly to my needs and last few parts are basically for games with spells so i maybe missed the part where it might be solved or is not solved at all but my in game enemies are not able to attack on Z axis so they attack under me once i am on higher ground. Thanks
Hey there, not sure what the problem here is. I never faced such an issue, so never had to implement a fix for it. Maybe someone else did? I also suggest joining the discord server and asking there
For some reason happens this. I fight against the boss and when is in phase the throw the axes hits me with them and press exit to exit game. So apperars this error in throw axes attack.""accessed none trying to read property weapon actor. Node:set visibility graph. Whats going on please help?
That's nothing to be concerned about, that's just telling you that you tried to access a variable but the variable is now null (because the game closed and all actors were removed from the level) so that's just a symptom of closing the game while it's running and not anything wrong with your implementation
Can I use your toturial in ue4.27 not able to afford the new computer
Most of the things in this series can be used in UE4 as well, there will be some differences though, they might be slight in some cases, but just be aware of them
is this the last video of the series or will you continue?
I'm taking a break from this series now, but I'm probably going to be adding to it in the future
thank you@@AliElZoheiry
Your efforts have inspired me to also help the community and not just myself. Love your energy.
And I have a question too
I placed the boss enemy in another map. All the attacks work fine except for the floating platform one. I spawn on the Location 0,0,0...
Can you guide me to how to solve this?
@Ali Elzoheiry
The AOE also doesn't work and spawns with the platform
Hey, thank you for your kind words! I'm really glad to hear that. As for the issue with the floating platform attack; Double check what you set the spawn location to and print the value before setting it to make sure if it's as expected. Since the AOE also doesn't spawn there, then it's surely sounds like the initial spawn location in the "Spawn actor from class" node
Hello! I am using your tutorial to try to make a game, i want to make a fps game. I made the fps part of the game in one unreal project and the AI part in another. Whenever i try to migrate from my fps to my ai project, my ai doesn´t attack the player anymore, its weird because it sees him, focuses on him, does everything else its supposed to except attack him. Thoughts? any and all help would be truly appreciated.
Hey there, it could be a lot of things, impossible to know without further debugging, so make sure to debug your attack functionality by adding print statements and breakpoints, while also viewing the behavior tree to see where it stops
Thank you for the advice, will try :)@@AliElZoheiry
Hi bro, I downloaded your project and I have a problem. At first, the attacks worked as they should, but at one point the enemies stopped attacking completely. No type of enemy can attack, this is due to the fact that no attack start is marked as successful. Can you help me please? or just give a hint where to look at all :D
if necessary, I can describe it in more detail
Hey! I can't tell what the issue is just based on a description unfortunately, but I suggest debugging the attack functions, see where they fail, which branch returns false when it should return true for example.
I suspect it could be that enemies take tokens and never return them. But I can't know for sure without seeing the problem of course.
@@AliElZoheiry Bro hi again, it was really about the tokens, I just took them away from the player. But there is another problem, when I create a new type of enemy, let's say I clone melee enemy, he also doesn't want to attack, I tried a lot of things, even created a child class with ai base, he also doesn't attack
Hi friend . In which point we can add death animation montage when the health of the enemy reaches to 0?
Hey there. I would recommend having "death" as a state in your animation blueprint. So when you the enemy dies, you just set the IsDead variable, and enter that animation state when it's true
@@AliElZoheiry can you upload a screenshot of the abp because i m amateur?
@@AliElZoheiry you dont have in the tutorials dead variable.only a state in ai controller i think
Hey @tolispiperas6322 I don't actually use death animations in this series, I just ragdoll the enemy pawn on death, so I don't have a screenshot for the death animation I explained
@@AliElZoheiry but if we have a character,like a spider,how we use the ragdol to this?
How would you make a dragon AI?
Thanks
Hey there, thanks for the suggestion, I'll definitely consider making a tutorial for flying AI, I got that request a few times
Please make a video on enemy ai vs enemy ai.
like they will attack the player but they will also attack eachother🙏🙏🙏🙏🙏🙏🙏🙏
You can already do that with this system, it supports AI vs AI
How can we add hit reaction to the boss like in the other simple enemies?
The boss already has hit reactions
@@AliElZoheiry he react onlu in parrying.not on simple hits him
@TolisPiperas82 he also reacts to regular attacks, check 43:38
But it's important to note that we made most of his attacks "NOT interruptible" meaning that while he is doing an attack or finishing up an attack, he won't do hit reactions, so only the small amount of time between attacks he can be interrupted and cause hit reactions to occur. You can increase that wait time and make it easier to trigger hit reactions if you want. Or simply make more of his attacks interruptoble, or finally you can blend hit reactions with attack animations to have the enemy react to hits while still continuing to attack (but that's a bit more complicated)
Hi, I have a suggestion for one more video in this playlist. Since boss has all this attacks how about enemies that have only one or two. For example. Enemy one has only one melee attack like jump-attack and one enemy has only one range attack or healing. In that way we would have a range of enemies that we can use.
Hey Noel, that's definitely possible with the setup we have, you can add/remove attacks from the other enemy types as you wish just by removing them from the behaviour tree