i have no idea how... but after finishing this tut all enemys now cannot move. They all target me, the trees are well working... nothing seems to be out of order of wrong, but they all just cannot move. I have really no idea what changed in their movement behavior. Even the range and mage now just stand still. I'll keep going back and checking every single step... but if you got a clue what could have been, would love to know, cause nothing is giving me errors :( thank you so much for all the tuts and quick answers. This legit is the best ue beginner tutorials I've seen :) EDIT: omg... it was the NavMesh bound! This is prob solved in the next tut for sure. Since this is a new lvl... or an arena, no pawn get where to go if that not there. Ok, solved. Hope if anyone else get this prob, this comment might be the solution
Hey! I'm glad to hear you figured it out with the NavMesh. It's an easy oversight, but can definitely cause those issues. Thank you for sharing the solution, it will help others! If you have any other questions, feel free to ask 🙏
Hello Ali, thank you for the amazing tutorials as always. I made the boss just like you, from the enemy base, but even with the Behavior Tree of the Melee enemy he's stuck in the passive state. He equips the weapon and sets the focus on me, but doesn't attack and doesn't walk towards me. The same behavior tree works perfectly with the melee enemy. Thank you for your attention, you're incredible
Hello all , i just wanted to say Thanks to Ali for making these types of video's . After watching it gave me energy and motivation . i am downloading U5 asap . i have so many idea's and even more question's . Ready Player One }--{>>>>>>>
Hey there! Thank you so much for your kind words. I'm really glad to hear that the videos inspired and motivated you. Good luck with your ideas and questions, and welcome to the Unreal Engine 5 community!
@AliElZoheiry I'm learning and I'm grateful my guy! Thank you isn't enough, but a million thank you for everything you teach in this series. A gold mine!
Yeah indeed, this is just done to demonstrate the boss fight, it's not meant to be an actual dash mechanic. Though my next video is a dash ability, so if you're interested, stay tuned for that ;)
awesome content, hope to see dodging mechanic by rolling or jumping, and also the boss can cast healing, they way to cancel it by doing certain type of damage like magic or certain move.
Hey Fuad, glad you liked it, thank you for the suggestions, I already finished the boss fight and will upload the next 2 videos once they are ready, hope you enjoy them
Hey hi, just stumbed across your channel and your tutorials seem very thorough and in-depth. Just wanted to ask are you going to continue this Enemy series or Unreal in general. And if yes, what are the things that are coming up. Just loved your videos and subscribed.
Hey Siddharth, Glad that you like my tutorials, thank you 🙏 Right now, I'm going to take a break from the AI tutorials and focus on other topics, but I will eventually come back to it and add some more functionality, though I haven't decided what or when yet
Hey there! Thank you so much for the support and for your suggestion! I'll definitely consider making a video on automatic shooting AI with find cover in the near future. Stay tuned! 🙌
Hi Ali, I would like to remind you that you teach very well, I wanted to know since you have done software engineering if you can recommend any book about programming or techniques about it, thanks!
Hi there! I'm glad you find my tutorials helpful. As for books on programming and techniques, I'd recommend "Clean Code" by Robert C. Martin and "Design Patterns: Elements of Reusable Object-Oriented Software" by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. Both are excellent resources for improving programming techniques. Enjoy your reading!
Ok, I've discovered a new issue. For some reason, the AI controllers for the Boss and the Base enemies can conflict with each other even though one is a child of the other. I'll explain. I have a Boss character that patrols around around the area randomly when in passive. Even though he has the Boss AI controller, when he switches directly from the Passive state to the Attacking state, the Behavior Tree switches to the Attacking state immediately, but the patrolling state continues until character gets to the random patrol point where it was going to before the state switched. It also does everything in the attacking state, even attack, while still moving to the patrol point. It would mean that both states are active at the same time even though it's on a selector. The patrol (passive state) is not aborted immediately. Or is aborted only after the random patrol point is reached. I've change the character blueprint, I've changed the behavior tree, changed the AI controller. which when I switch the AI controller to the Base, it works perfectly. It means that both controllers are being called at the same time onto the the Boss Character... and the behavior tree cannot differentiate between the two.... which is weird. So, I'm gonna set the Boss AI controller to be a duplicate of the Base AI controller, instead of a child. That should fix the issue.
Hey. I appreciate you sharing your findings, I'm not really sure I understand the issue you're describing, because there can't be 2 instances of a class running at the same time on a single object instance, but I assume there is something else happening. I hope it resolves the issue. Keep me updated!
hi there, @alielzoheiry, for some reason all my enemies have stopped moving for some reason. Even the mage enemy is not able to teleport. but the enemies are able to do everything else. Can you pls help in this regard? Thankyou
Hey there! Sorry to hear you're having troubles, though I can't tell what the problem is from this explanation alone. I'd suggest debugging it a bit using print statements and break points. I also have a video on how to find and fix bugs on my channel, so check that out
Hey I got a slight problem, for some reason the health only updates on death, I followed the steps to a T but it's still happening, any help would be greatly appreciated ☺
I noticed this happens sometimes because of a bug in unreal engine. Sometimes when I restart the project, some of the behavior tree task values get reset to their default, and that was the case for the one of the tasks, so I just had to set the attack target key to the right value again
Ali, you are by far the best at Unreal Engine AI tutorials. Your tutorials are so detailed and in-depth.
Thank you Diliup, I'm really glad you are finding this useful 😊🙏
Ali teaches not only how to make a boss, but also explains game design, cool. Thanks
Thank you for the kind words! I'm glad you find the insights helpful. I appreciate you watching and commenting 🙏
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! 🎮
i have no idea how... but after finishing this tut all enemys now cannot move. They all target me, the trees are well working... nothing seems to be out of order of wrong, but they all just cannot move. I have really no idea what changed in their movement behavior. Even the range and mage now just stand still.
I'll keep going back and checking every single step... but if you got a clue what could have been, would love to know, cause nothing is giving me errors :(
thank you so much for all the tuts and quick answers. This legit is the best ue beginner tutorials I've seen :)
EDIT: omg... it was the NavMesh bound! This is prob solved in the next tut for sure.
Since this is a new lvl... or an arena, no pawn get where to go if that not there.
Ok, solved. Hope if anyone else get this prob, this comment might be the solution
Hey! I'm glad to hear you figured it out with the NavMesh. It's an easy oversight, but can definitely cause those issues. Thank you for sharing the solution, it will help others! If you have any other questions, feel free to ask 🙏
Amazing tutorials as always, keep up the great work!
Thank you Zymian, glad you enjoyed it 🙏
You killed this brother LITERALLY... Keep Going !!!!
Thank you man, really glad you enjoyed it. I'll definitely keep it up
Hello Ali, thank you for the amazing tutorials as always. I made the boss just like you, from the enemy base, but even with the Behavior Tree of the Melee enemy he's stuck in the passive state. He equips the weapon and sets the focus on me, but doesn't attack and doesn't walk towards me. The same behavior tree works perfectly with the melee enemy. Thank you for your attention, you're incredible
I just saw that it's actually stuck in "Is weilding Weapon", so after the wait he executes the "Is Weilding Weapon" over and over
Nevermind, I forgot to set "IsHoldingWeapon" to true after attaching the weapon to the boss... Thank you for your attention as always lol
Hey there! Thank you for your kind words. Glad you figured out the issue. Well done 💪
Hello all , i just wanted to say Thanks to Ali for making these types of video's . After watching it gave me energy and motivation . i am downloading U5 asap .
i have so many idea's and even more question's . Ready Player One }--{>>>>>>>
Hey there! Thank you so much for your kind words. I'm really glad to hear that the videos inspired and motivated you. Good luck with your ideas and questions, and welcome to the Unreal Engine 5 community!
Duddde I am finally here! super excited for this tutorial!
Well done on getting here! That must have been quite the journey. I hope you're learning 🙏
@AliElZoheiry I'm learning and I'm grateful my guy!
Thank you isn't enough, but a million thank you for everything you teach in this series. A gold mine!
Hey Ali ! Please keep this up it has helped me out a lot for my side projects !!
Hey Tim, thank you! glad they are helpful, I'll definitely keep it up
A tiny info for the dodge functionality: You need your character to move in a direction and click "alt-left" in order to trigger the teleport :)
Yeah indeed, this is just done to demonstrate the boss fight, it's not meant to be an actual dash mechanic. Though my next video is a dash ability, so if you're interested, stay tuned for that ;)
Woooow amazing amazing that's completely different level tutorial really Ali you're the best of the best
Thank you soo much SpecOps, really glad you think so, I appreciate the support ☺️🙏
best Unreal Engine AI tutorials.
Thank you so much, hope you enjoy the rest 🙏
محتواك مظلوم صراحة مادريت عن قناتك إلا اللحين 😢
أشكرك على دعمك! سعيد جدًا بأنك وجدت قناتي واتمنى ان تعجبك المحتوى القادم.
Hi just want to say you indeed know what you are doing and this really helps to understand one of the most importnant feature in a game
Thank you WiseThoughts 🙏I really appreciate you, and I'm happy you are finding thi shelpful
Always the best tutorials!
Thank you so much for your kind words! I'm thrilled to hear that you're enjoying the tutorials! and that you've made it to the boss fight!
Wicked awesome ! Like always bro🤘
Thank you bro 🙏😊 hope it was helpful
great tutorial keep going with this series 🔥
Thank you ! Glad you liked it. There are 2 more videos coming soon
awesome content, hope to see dodging mechanic by rolling or jumping, and also the boss can cast healing, they way to cancel it by doing certain type of damage like magic or certain move.
Hey Fuad, glad you liked it, thank you for the suggestions, I already finished the boss fight and will upload the next 2 videos once they are ready, hope you enjoy them
Thank you so much for making this tutorial!
You're very welcome man 😊 glad you enjoyed it 🙏
The best. Thank you Ali.
You're very welcome, glad you enjoyed it 😁
Super great tutorials!!!
Thank you Danelo, really glad you're liking them!
your tutorials are awesome!!! :) you are great! :) please let this tutorial watchable, i dont have time to watch in realtime now :(
Thank you 🙏Sorry I can't make it watchable immediately since it's a premier, it will be available for regular watch in about 30-40 mins
@@AliElZoheiry Thank you bro :)
Keep going, Good Luck
Thank you! I will definitely keep going 🙏
Hey hi, just stumbed across your channel and your tutorials seem very thorough and in-depth. Just wanted to ask are you going to continue this Enemy series or Unreal in general. And if yes, what are the things that are coming up. Just loved your videos and subscribed.
Hey Siddharth, Glad that you like my tutorials, thank you 🙏
Right now, I'm going to take a break from the AI tutorials and focus on other topics, but I will eventually come back to it and add some more functionality, though I haven't decided what or when yet
DANG, bro! This is awesome! Will you be doing multiple phases in the boss fight?
Thanks man! I didn't implement multiple phases, but I briefly touch upon how to increase difficulty as the fight progresses
I LOOOOOVE YOUR VIDEOS ON AI. Can you please do one for automatic shooting AI with find cover 😅 that would be awesome!!
Hey there! Thank you so much for the support and for your suggestion! I'll definitely consider making a video on automatic shooting AI with find cover in the near future. Stay tuned! 🙌
@@AliElZoheiry ah man that’s awesome! I’ve learned a lot from you videos but that’s something I’m still struggling to figure out.
استمر 🫡
شكرًا جزيلا! سأستمر بكل تأكيد 🙏
In general, in this entire guide, I miss connecting it with the abilitysystem to make more sense
Hey Patryk, are you referring to the unreal "Gameplay ability system" or something else?
yasssss!! coolnesss!
Glad you think so 🙏
Hi Ali, I would like to remind you that you teach very well, I wanted to know since you have done software engineering if you can recommend any book about programming or techniques about it, thanks!
Hi there! I'm glad you find my tutorials helpful. As for books on programming and techniques, I'd recommend "Clean Code" by Robert C. Martin and "Design Patterns: Elements of Reusable Object-Oriented Software" by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. Both are excellent resources for improving programming techniques. Enjoy your reading!
@@AliElZoheiry
Thank you so much Ali for recommending the books!!!
As always a great contribution
Ok, I've discovered a new issue. For some reason, the AI controllers for the Boss and the Base enemies can conflict with each other even though one is a child of the other. I'll explain. I have a Boss character that patrols around around the area randomly when in passive. Even though he has the Boss AI controller, when he switches directly from the Passive state to the Attacking state, the Behavior Tree switches to the Attacking state immediately, but the patrolling state continues until character gets to the random patrol point where it was going to before the state switched. It also does everything in the attacking state, even attack, while still moving to the patrol point. It would mean that both states are active at the same time even though it's on a selector. The patrol (passive state) is not aborted immediately. Or is aborted only after the random patrol point is reached. I've change the character blueprint, I've changed the behavior tree, changed the AI controller. which when I switch the AI controller to the Base, it works perfectly.
It means that both controllers are being called at the same time onto the the Boss Character... and the behavior tree cannot differentiate between the two.... which is weird. So, I'm gonna set the Boss AI controller to be a duplicate of the Base AI controller, instead of a child. That should fix the issue.
Hey. I appreciate you sharing your findings, I'm not really sure I understand the issue you're describing, because there can't be 2 instances of a class running at the same time on a single object instance, but I assume there is something else happening. I hope it resolves the issue. Keep me updated!
Nice!!!!!!
Hope you liked it, the next 2 are even better ;)
I have a problem where i cant find take damage in the function override panel i have no idea how to fix this.
Hey there, either you didn't add the interface to your enemy, or you didn't compile the interface, or you already have the function overridden
BRO TAKE A BOW! PLEASE BE MY TEACHER !
Hey Achutha, thank you 🙏 I will be everyone's teacher :)
I wish one day you will make moba game series bro.🎉🎉😅😅
I don't really play moba games, so I might not be the best candidate to create moba games 😂
@@AliElZoheiry thanks bro your tutorial series are good.
@@shedbhone6309 Thank you so much!
hi there, @alielzoheiry, for some reason all my enemies have stopped moving for some reason. Even the mage enemy is not able to teleport. but the enemies are able to do everything else. Can you pls help in this regard? Thankyou
Hey there! Sorry to hear you're having troubles, though I can't tell what the problem is from this explanation alone. I'd suggest debugging it a bit using print statements and break points. I also have a video on how to find and fix bugs on my channel, so check that out
hi,
41:19
how did you red that partical effect
i tried and failed
please help me
You just have to open the effect and change all the places where initial color or color over time are set
Hey I got a slight problem, for some reason the health only updates on death, I followed the steps to a T but it's still happening, any help would be greatly appreciated ☺
HAHHAHAHA NEVERMIND I had the health/max health division in the wrong order
It's always these small things that end up getting us :) Glad you figured it out!
At the last time when he avoid attack of player then after he didn't attack ?why
I noticed this happens sometimes because of a bug in unreal engine. Sometimes when I restart the project, some of the behavior tree task values get reset to their default, and that was the case for the one of the tasks, so I just had to set the attack target key to the right value again
Please can i implement the same method in UE4?
Absolutely! The same method can be applied in UE4 as well.
@@AliElZoheiry Thank you so much 🙏❤️💯
Hello 👋👋👋
4:07 in which video you created the enemy
I created the base enemy in the first episode and kept adding to it throughout the entire series
How can i remove Boss HUD when boss dies ?
You can simply call "Remove From Parent" on the healthbar widget in the death event
@@AliElZoheiry thank you
For those in countries where Patreon is not working, how do we make payments, using VPN it works, but how do we make payment to subscribe
Hey there! I haven't really considered that. Patreon is the only source of payment I have setup now, I don't know any other way unfortunately.
@@AliElZoheiry hmmm, it's a serious challenge cause I soon need to support you through joining your patreon, plus getting exclusive contents
Is that the end of this series?
There are 2 more videos to complete the boss fight, then I will stop working on the series for a bit, but I will probably come back to it later
what new series you will start? please don't leave youtube@@AliElZoheiry
I haven't decided yet, I have a lot of ideas planned, but didn't pick one so far@@nwhajlawn6224
@@AliElZoheiry friendly AI with weapon+combat:)
No worries, take your time @@AliElZoheiry