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For those of you following this tutorial after UE5.1, you might see that the enemy gets unnloaded, where they aren't visible in your world preview, but they show up when you press play. This may cause them to stop following you after adding the Anim Blueprint to the enemy mesh. This can be fixed by going to File > Save Current level As... > Then pick a name for the level. Then when you load that level it will have the actors loaded and they will follow their animBluePrint. Hope this helps!
For anyone who has 3rd person camera collision issues with the BP_AI running into you, go into the BP_Enemy_AI blueprint and then on the "event begin play" at the top drag out and type "collision response to channel", target should be the mesh and in the "channel" drop down change it to "camera" and in the new response set it to "ignore". click compile. you're done!
This was driving me nuts @@gatheringmatter4289 lol i tried mesh, camera still glitched, i tried the capsule, same. never occurred to me to ignore both at the same time hahah thanks
Here is for everyone that is having trouble with the attack animation keeps spamming when the AI gets close but when you move back it plays the full attack montage. I found a comment from Gorka Games fixing this problem. "So in the enemy ai blueprint, delete the very first node where you set the "attack possible" to true, on the "FollowPlayer" event, and in the variables section of your blueprint set it by hand to true by default."
@@MaxwellPublishingthe problem is you don't understand Unreal engine and you're just following what other people say and that's the limit to your knowledge.
@@KB-kp2oz youre ignorant to what its like to be unknowledgeable. there is no possible way to EVER learn blueprint by trial and error. there are millions of combinations to do anything. having tutorials to help you build a few games until you understand the UI and get a grasp of the languages logic, then you can start dabbling in your own work. but a noob cant even get a single line of code out bro. just wont happen.
Thank you so much! I've spent days trying to figure this out. Watched so many videos and things but this was just what I needed! I look forward to watching your other tutorials.
I can officially say this tutorial has fried my brain for now and in a good way....I'm learning blueprints and I've been really struggling with getting my head around it all but after listening to this, it is all starting to make alot more sense now, it's still a REALLY steep learning curve but I'm detirmined to get there ... and it worked, the animations and everything...I'll watch the rest of the video tomorrow cause it's now 9:30pm in the evening and I need a break lol. - I've subscribed to your channel and I'll visit again tomorrow to learn even more.. thankyou!
hey, can you tell me how the animation worked for you? if i import it from his linked video the animations they dont move in the preview, no matter which skelleton i iuse. Could you show me what worked for u?
Hey, I just wanted to give a warning about using this channel for learning blueprints. It looks like you're pretty enthusiastic and it would be a shame if you used the wrong sources. The code in the video has a bunch of issues and the only reason it's functioning is because UE5 has some very powerful tools such as the pawnsensing component used here. You can actually replace all the lines of code for following the player with an onSeePawn event and an AI MoveTo node (connect self and player character or the pawn output from the event). The reason you can do that is because most of his code does nothing. To be more precise, the logic part (like branches and the isSeeingPlayer boolean) is completely flawed. Consider the following part of the code for example: "IF isSeeingPlayer is false THEN set isSeeingPlayer to false" Imagine if the first part of the conditional if-then (branch) statement was true, or in other words isSeeingPlayer = false. In this case, we would be a 100% sure that isSeeingPlayer is false, so setting isSeeingPlayer to false does nothing in the code. It's a little difficult to explain all the issues in a comment section, but basically this code looks like it was written by someone who has not done any coding and just tries using intuitive thinking for figuring stuff out. This is a common issue with UE5 tutorials tbh.
For Anyone having an issue with the punch not playing. make sure you have a default slot in between Your animation input and the output pose . he mentions it briefly it is important
Honestly I'm impressed by the fact that I followed this meticulously, with the exception of what I named the ai blue print, and it just keeps giving me warnings resulting in a t posing model floating behind me. Good tutorial.
Your "is seeing player" variable does not change in any way. The first time this change changes from falsehood to truth, it no longer changes. In this case, there was no reason for you to stop the artificial intelligence, since the "on see pawns" function would not work. When you run behind the enemy's back, "on see pawns" does not work for the enemy, and therefore "move to" does not work either
i've spent a couple minutes thinking about this and I'm curious what the solution is. is it simply to poll line trace(s) between player and enemy? i guess theoretically, you'd probably implement a last known position, and then a patrol or search behavior from there.
ive done this step by step an everything works except the attack animation. the AI notices me, rushes me, an stop as soon as they reach me but no animation (attack) happens. an all the "script" is right in comparision to the video. anybody got any tips for me???? please an thank you
works perfectly now i forgot to add update animation node to the rest so now is doing all animations when runing after me not just idle , and i did use another character and works fine, i also know why it didnt work manequin yesterday i had to apply each animation for it individually cause i retargeted them for other character so it works perfectly i simply had to adjust some stuff on my part , thank you so much for this i use 5.1 latest version of unreal and is perfect
I like your simple behavior tree tutorial and it works for me. Are you planning to do any more behavior tree setups with a little more added behaviors?
If your attack animation doesn’t play, you most likely have a skeletal mesh as your enemy body and not the character mesh with the skeletal asset assigned. - Inside of your enemy blueprint, select the "Mesh (CharacterMesh)" and in the details panel assign under mesh the skeletal mesh asset as your enemy skeleton! Hope this helps people and saves hours of trouble.
Thanks so much! Step by Step it is very useful! And do you know how i can improve thirdpersonCamera? When the following enemy is set, the view of ThirdpersonCamera will flash back and forth due to the occlusion of the enemy.
You have to go to the camera boom in the character BP and change the length. Anything that comes in contact with this will push it forward and cause it to move. Edit: Try messing around with this a bit.
i feel like we all should be giving you some compensation for this. i dont have much money so it sucks. but i totally would if i had like more disposable income currency. if i ever do i will for sure give you something for everything you have taught me. THANK YOU
Very nice tutorial. Thank you. Make some tutorial about 2.5D view (like games: Trine, Little Nightamares, Unravel). Would be nice to see these settings
You are the best friend!! Please make a video tutorial, if the enemy AI killed the player, then it continues to run to another Actor. Greetings from sunny Kazakhstan!!!
Hi there, thanks for the great tutorials. Most helpful. If I had a city, and I wanted npcs to just walk around follow roads. Do you have a video on that please
everything works besides the fact that the attack animation only gets fully played out if i keep moving after it started. else it restarts after like half a second (while the whole animation should be about 3 seconds) edit: it seems to be that the problem is that the delay is irrelevant cause somehow the whole chain after success gets triggered again and again while the animation starts so it gets started over
@@GorkaGames yes. i could even set the timer manually. it still works and runs but that somehow gets overwritten by the move to success thats been activated again and again every second or so. so the delay is running but the nodes before get activated still
@@icemanww1573 hmm alright, did you make a branch on the succes asking if we can attack and then immediately setting the canAttack variable to false? because that is what controls the overriding issue that you are having
Hi, I want to ask, I followed the steps as in your video but in the end mine wasn't the same as yours. The attack animation happened repeatedly, like jerking, as if the attack animation had not yet hit the main character, he repeated the attack movement over and over again. :(
Great tutorial! It has helped a lot as a a beginner. Please correct me if I'm wrong, but does the "Is seeing Player" part actually do anything? Follow player function is only triggered after isSeeingPlayer is set to True. Then the branch checking whether it is true should never go to false. And the branch doesn't even make sense - if isSeeingPlayer is False, then set isSeeingPlayer to False? For this reason it actually never makes it to the tick to stop moving. It seems the effect that the pawn doesn't see you anymore when you go behind it quickly works without any of the isSeeingPlayer logic. I also tested this.
Hey thanks man tutorial helped me alot question with my animation montage the enemy glides when the animation is playing, would there be anyway of fixing this?
hey I'm not entirely sure on this but at 4:13 before ai move to use play 2d sound or however you are playing your sound and connect the branch - true to the play sound to the ai move to hopefully that works and good luck
Ok you did a good job making this but i feel like there were some things you really ought to have included. Like how to add an animation to the Play Anim Montage list cause I don't have that. Its hard to get through the video when you have to pause it every few minutes to look up something it didn't cover. Still thanks for the help man.
Great video but for IsSeeingPlayer I think you only set it to false when it is already false which doesn't seem like it does what you want. I think it may be unnecessary here.
Thanks! Hmm, what do you mean exactly? By default "isSeeingPlayer" is set to false, and when it detects the player with pawn sense, it enables it. And later on every frame, it deactivates it unless the player isnt longer being detected
yeah just go into your enemy`s blueprint, and then select its mesh, go down into collision in the details panel. And then select custom, and make the camera tick on ignore. And the same with its capsule collider. Hope it helps!
i did with niagra a rainsystem and if i use it on a big map its very inefficenct thats why i want to make the system to follow the charakter but it didnt worked like in the video
go into the enemy`s blueprint, then select the mesh, go into the details panel, and scroll down into collision prestes. Then select custom, and check the box on ignore on "camera". Do the same for capsule collider
at 9:57 I don't have that option to use "get owner (character movement)". I can turn off context sensitive and find it but then the nodes don't connect nor work. Do you know why this might be?? :)
Dont worry about the "Get Owner" part as instantly I just delete it. So just type "get character movement", and scroll down to the bottom, and it should appear
Tutorial is good, and i tried from my side, but i have a problem, the AI will keep repeat attacking without following the montage length even thou i added the delay. While playing montage, the ai keep moving toward to player while it run.
Delete the set can attack at the beginning of followplayer and set the default on "can attack" to true. Thats what worked for me. but now my guy doesnt run anymore after i run away after an attack :/
just go to your enemy blueprint, look up collision in the details bar and make the collision settings to custom, then click ignore on camera. should fix the issue. (ik this is a year late but its for ppl still watching and having the same issue)
i have a issue, after i added the punching my enemy stopped following me and only stayed in its place and when I came close to him he just punched and when i went far from him he stopped; but before i added the punching thing my enemy was following me perfectly. Help pls!
Hey man, thanks for the tutorial. I got an issue... Everything works fine, the enemy chases me, but when it tries to attack, it only plays about half the attack animation, and then restart the animation. The only way it completes the animation is if I run back and give it some space. Can you help me with that?
Delete the set can attack at the beginning of followplayer and set the default on "can attack" to true. Thats what worked for me. but now my guy doesnt run anymore after i run away after an attack :/
Yeah this Ai system can be implemented into any sort of character or creature that you like, just change the skeletal mesh, and the animation blueprint 😄 Yeah I have in mind making an focused tutorial on animals
why when zombie follow me he run with idle animtaion? pls help edit: i dingdong, i fixed this. thx you for the video author. edit: wow zombie isn't attack, at this time i did all right
This was really helpful for me but I had a problem. When I tried to link the self reference to the pawn it didn't work and i'm stuck there because of it. Any way around this?
Thanks! Do you mean the self reference on the pawn on the "AI Move To" Node of the Enemy blueprint? If so, make sure you are spelling it right, there shoudnt be any problem. Check that you have context sensitive on when you right click to add a node.
@@Hollow_Tempest I have this same problem when following this tutorial. I followed exactly so far. the self will not link up to the pawn. Did you fix it?
hey amazing tutorial vut having issuse when i fisrt tried to play my ai enemy does not move at all an i followed every step but nothing happens an if check multiply times an redid it 3 times on new maps an still no movment
I have an enemy that isn't the shape of a human, how could I make it so the player could collide with the enemy instead of not being able to and only colliding with the small capsule collider
Yeah, just go into your enemy`s bluepint, and select the mesh, go into the details panel, and then scroll down into collision. Then in presets, select custom, and tick the camera on ignore. Do the same with the capsue collider
@@GorkaGames thanks bro and I know this doesn't relate to the current video but I'm looking for a solution for an attacking problem I have I added a delay to a combo move so when I press the button again it won't interrupt the combo but the delay keeps him doing the in the same place like in root motion but when I set the delay node to 0.0 he moves forward like he is supposed to can you help me out with that?
At first AI would not come at me. Not sure why this broke it but it was because I had hear pawn and sense pawn untoggled. Even though we only wrote a blue print for see pawn action it seems it requires these?
Im making a game with a lot of movement, and it doesn't really fit in with this AI, because it is very easy to get out of its line of sight. doing this would tend to make the AI just forget I was there. IS there a fix for this.
Hello! Thanks for the great tutorial. Helped me a lot. Please tell me how to make the impact animation play to the end and only then the enemy continues to run? There needs to be a condition...
Thanks for the Tutorial! There's only one problem and that's the enemy attacking. I have found a ninja attack for the enemy AI. It's got the run down but it's refusing to attack once it reaches. It seemed to work in a different project but can't find that one. Any suggestions on what might be going wrong?
Fantastic Tutorial! I for some reason am stuck at the animat montage portion i selected 1 even though i have 2 attack montage animations to select from. When I added it to the animation towards the end of the video it just runs up and doesnt do the animation for attack. Any advice would be appreciated!
Hey man i was following this video but when i came to testing to see if the ai would mov, he didn't it was just frozen update, i figured it out i had just placed the nevmesh thing ubove the ground
Curious if throwing bools around each movement node is best practice, I've been doing this as well but it feels realllllly repetitive for more complex "AI"
Context: Completed previous tutorial "How to create a Combat System". Than tried to add this tutorial to it using the previous BP_Dummy. Issue: AI wouldnt attack, would just stand still after chasing you. Solution: There was a double Mesh, had to use the Parent Mesh, and delete the other. Than assigned AP_EnemyAI. Problem solved. Moral of the story: Gorka Games actually followed up with me on Twitter, swapped screenshots and videos to help me solve this minor issue, And is amazing lol
Hey! So the AI does not play the attack animation at all, right? So a fix was the comment that you just highlighted, but If you have tried it and it didnt work.. Could you send me some screenshots of your code? Maybe throught twitter?
@@hamburgerfrenchfries3777 The Thing Is, When I Created A Unreal Engine Character Class, It Did Not Add Me The Character Movement Component, Added It Manually And Now It Works
Can't get the AI to move towards my Character, rewatched multiple times. If I turn the Acceptence Radius higher it says success but doesn't move, else it just fails. It works in the default project so i guess there is something wrong with my project settings or my own ThirdPersonCharacter Blueprint. I have no idea what to do.
@@GorkaGames I did it exactly like in the video, as I said it works in the default ThirdPerson project when I copied the same Enemy Blueprint but it's not working in the project I'm trying to implement it in Edit: Fixed it by putting a delay of 0.1 after the "On See Pawn"
@@kypindor7099 I am having the same problem. Where do you put the delay? Can you explain it a bit more cause I don't see where I could put it down 0.1 delay?
Hey im using this for a partner Ai it worked in the past for my ai partner but i doesnt work anymore but it still works for the enemies any advice? Great video
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@GorkaGames please do a tutorial of how to play and stop sounds when it sees you and stop seeing you PLEASE I am making a game and I NEED to know this
There is no any free assets here.
For those of you following this tutorial after UE5.1, you might see that the enemy gets unnloaded, where they aren't visible in your world preview, but they show up when you press play. This may cause them to stop following you after adding the Anim Blueprint to the enemy mesh. This can be fixed by going to File > Save Current level As... > Then pick a name for the level. Then when you load that level it will have the actors loaded and they will follow their animBluePrint. Hope this helps!
Idk why that works but thank you
Thank you!!!
For anyone who has 3rd person camera collision issues with the BP_AI running into you, go into the BP_Enemy_AI blueprint and then on the "event begin play" at the top drag out and type "collision response to channel", target should be the mesh and in the "channel" drop down change it to "camera" and in the new response set it to "ignore". click compile. you're done!
Also, I did just the mesh the first time and it still glitched out. Drag the Capsule collision into the target as well :)
This was driving me nuts @@gatheringmatter4289 lol i tried mesh, camera still glitched, i tried the capsule, same. never occurred to me to ignore both at the same time hahah thanks
Holy fuck, this ACTUALLY fully solved it, thank you SM!!!!
Here is for everyone that is having trouble with the attack animation keeps spamming when the AI gets close but when you move back it plays the full attack montage. I found a comment from Gorka Games fixing this problem.
"So in the enemy ai blueprint, delete the very first node where you set the "attack possible" to true, on the "FollowPlayer" event, and in the variables section of your blueprint set it by hand to true by default."
For those who doesn't know how to do it (like me) just clic on the can attack variable and clic the box of "can attack" in the right section.
yeah but now he s attacking only 1 time, then stops
@@pixys6856 Same. Not sure how to fix...
@@MaxwellPublishingthe problem is you don't understand Unreal engine and you're just following what other people say and that's the limit to your knowledge.
@@KB-kp2oz youre ignorant to what its like to be unknowledgeable. there is no possible way to EVER learn blueprint by trial and error. there are millions of combinations to do anything. having tutorials to help you build a few games until you understand the UI and get a grasp of the languages logic, then you can start dabbling in your own work. but a noob cant even get a single line of code out bro. just wont happen.
A Unreal Engine tutorial that actually makes since and isn't 20 hours long. 🙌🙌
Thank you so much! I've spent days trying to figure this out. Watched so many videos and things but this was just what I needed! I look forward to watching your other tutorials.
what version of unreal engine do you have
Bro your tutorials are insanely good.
thank you so much man!! I really appreciate it!
I can officially say this tutorial has fried my brain for now and in a good way....I'm learning blueprints and I've been really struggling with getting my head around it all but after listening to this, it is all starting to make alot more sense now, it's still a REALLY steep learning curve but I'm detirmined to get there ... and it worked, the animations and everything...I'll watch the rest of the video tomorrow cause it's now 9:30pm in the evening and I need a break lol. - I've subscribed to your channel and I'll visit again tomorrow to learn even more.. thankyou!
hey, can you tell me how the animation worked for you? if i import it from his linked video the animations they dont move in the preview, no matter which skelleton i iuse. Could you show me what worked for u?
Hey, I just wanted to give a warning about using this channel for learning blueprints. It looks like you're pretty enthusiastic and it would be a shame if you used the wrong sources.
The code in the video has a bunch of issues and the only reason it's functioning is because UE5 has some very powerful tools such as the pawnsensing component used here. You can actually replace all the lines of code for following the player with an onSeePawn event and an AI MoveTo node (connect self and player character or the pawn output from the event). The reason you can do that is because most of his code does nothing. To be more precise, the logic part (like branches and the isSeeingPlayer boolean) is completely flawed. Consider the following part of the code for example:
"IF isSeeingPlayer is false THEN set isSeeingPlayer to false"
Imagine if the first part of the conditional if-then (branch) statement was true, or in other words isSeeingPlayer = false. In this case, we would be a 100% sure that isSeeingPlayer is false, so setting isSeeingPlayer to false does nothing in the code.
It's a little difficult to explain all the issues in a comment section, but basically this code looks like it was written by someone who has not done any coding and just tries using intuitive thinking for figuring stuff out. This is a common issue with UE5 tutorials tbh.
For Anyone having an issue with the punch not playing. make sure you have a default slot in between Your animation input and the output pose . he mentions it briefly it is important
starting this one now wish me luck as always GOOD JOB !!!!!!!
For my first time using the engine this was fairly easy to follow and covers enough cases to feel complete. Thanks!
Honestly I'm impressed by the fact that I followed this meticulously, with the exception of what I named the ai blue print, and it just keeps giving me warnings resulting in a t posing model floating behind me. Good tutorial.
Make sure that you have followed the tutorial properly, could you be more specific on what are the warnings etc.
yo gorka you're the goat, this actually helped me so much, ima go through all your vids
Your "is seeing player" variable does not change in any way. The first time this change changes from falsehood to truth, it no longer changes. In this case, there was no reason for you to stop the artificial intelligence, since the "on see pawns" function would not work. When you run behind the enemy's back, "on see pawns" does not work for the enemy, and therefore "move to" does not work either
i've spent a couple minutes thinking about this and I'm curious what the solution is. is it simply to poll line trace(s) between player and enemy? i guess theoretically, you'd probably implement a last known position, and then a patrol or search behavior from there.
ty that helped alot and it really was the easiest way to make someone follow, i was using casting this whole time for 100 zombies lol
This is super helpful!!! Could you please make a tutorial on how to make an enemy that shoots projectiles? Thanks!
Thank you!! Yes, that would be a very cool tutorial to do, I will note it down!
@@GorkaGames Thanks!
whre? i cant see the note @@GorkaGames
ive done this step by step an everything works except the attack animation. the AI notices me, rushes me, an stop as soon as they reach me but no animation (attack) happens. an all the "script" is right in comparision to the video. anybody got any tips for me???? please an thank you
Have you fixed your issue😊
I'm from Indonesia, you are my sensei, I have seen a lot of content and knowledge that you provide, thank you!
Thankyou bro! Your channel help me a lot! I learn so much thinks, just thankyou :)
you always save my butt with your tutorials, thank you.
So good man, very clear
Thank you! I really appreciate it!
works perfectly now i forgot to add update animation node to the rest so now is doing all animations when runing after me not just idle , and i did use another character and works fine, i also know why it didnt work manequin yesterday i had to apply each animation for it individually cause i retargeted them for other character so it works perfectly i simply had to adjust some stuff on my part , thank you so much for this i use 5.1 latest version of unreal and is perfect
I like your simple behavior tree tutorial and it works for me. Are you planning to do any more behavior tree setups with a little more added behaviors?
If your attack animation doesn’t play, you most likely have a skeletal mesh as your enemy body and not the character mesh with the skeletal asset assigned.
-
Inside of your enemy blueprint, select the "Mesh (CharacterMesh)" and in the details panel assign under mesh the skeletal mesh asset as your enemy skeleton! Hope this helps people and saves hours of trouble.
thanks so much this helped im developing a game rn but im a starter
so thanks
Great stuff! Thanks
thank you!!
Thanks so much! Step by Step it is very useful! And do you know how i can improve thirdpersonCamera? When the following enemy is set, the view of ThirdpersonCamera will flash back and forth due to the occlusion of the enemy.
You have to go to the camera boom in the character BP and change the length. Anything that comes in contact with this will push it forward and cause it to move.
Edit: Try messing around with this a bit.
i feel like we all should be giving you some compensation for this. i dont have much money so it sucks. but i totally would if i had like more disposable income currency. if i ever do i will for sure give you something for everything you have taught me. THANK YOU
Very nice tutorial. Thank you. Make some tutorial about 2.5D view (like games: Trine, Little Nightamares, Unravel). Would be nice to see these settings
You are the best friend!! Please make a video tutorial, if the enemy AI killed the player, then it continues to run to another Actor. Greetings from sunny Kazakhstan!!!
Thank you for watching!! Yeah good idea, I will note it down for a future tutorial!
Hi there, thanks for the great tutorials. Most helpful.
If I had a city, and I wanted npcs to just walk around follow roads. Do you have a video on that please
new steam releases went crazy for this release 🔥
Thanks for the great tutorial!!
THANK YOU!!! LOVED THIS TUTORIAL :D
everything works besides the fact that the attack animation only gets fully played out if i keep moving after it started. else it restarts after like half a second (while the whole animation should be about 3 seconds)
edit: it seems to be that the problem is that the delay is irrelevant cause somehow the whole chain after success gets triggered again and again while the animation starts so it gets started over
hey, did you watch the part before minute 13:23 ? in there is the part where I control this..
@@GorkaGames yeah i think it looks exactly like yours. the interesting thing is that the delay gets triggered and even runs.
@@icemanww1573 hmm, that is very weird.. so the delay duration is set the same as the Anim Monatge duration, right?
@@GorkaGames yes. i could even set the timer manually. it still works and runs but that somehow gets overwritten by the move to success thats been activated again and again every second or so. so the delay is running but the nodes before get activated still
@@icemanww1573 hmm alright, did you make a branch on the succes asking if we can attack and then immediately setting the canAttack variable to false? because that is what controls the overriding issue that you are having
Hi, I want to ask, I followed the steps as in your video but in the end mine wasn't the same as yours. The attack animation happened repeatedly, like jerking, as if the attack animation had not yet hit the main character, he repeated the attack movement over and over again. :(
Great tutorial! It has helped a lot as a a beginner. Please correct me if I'm wrong, but does the "Is seeing Player" part actually do anything? Follow player function is only triggered after isSeeingPlayer is set to True. Then the branch checking whether it is true should never go to false. And the branch doesn't even make sense - if isSeeingPlayer is False, then set isSeeingPlayer to False? For this reason it actually never makes it to the tick to stop moving. It seems the effect that the pawn doesn't see you anymore when you go behind it quickly works without any of the isSeeingPlayer logic. I also tested this.
you are correct but you can use the branch to set ai back to patrol or something similar instead of stopping the movement.
@@drakonis338 how do i do that?
You are right, it is not doing anything.
Hey thanks man tutorial helped me alot question with my animation montage the enemy glides when the animation is playing, would there be anyway of fixing this?
I`m glad that you found it useful. Yeah I actually have a tutorial on that! ua-cam.com/video/wOIlkertaLA/v-deo.html
@@GorkaGames thankyou
Nice work! It really helpt to me. I was stucked because i just deleted NavMeshBoundsVolume by error ^^
haha those things always happen, thank you!
@GorkaGames please do a tutorial of how to play and stop sounds when it sees you and stop seeing you PLEASE I am making a game and I NEED to know this
hey I'm not entirely sure on this but at 4:13 before ai move to use play 2d sound or however you are playing your sound and connect the branch - true to the play sound to the ai move to
hopefully that works and good luck
Hello mate I did the same thing but for some reason my Ai Run to the character but wont use the hit animation
Same here, did you ever figure this out?
@@samc4235 Did you figure out?
Ok you did a good job making this but i feel like there were some things you really ought to have included.
Like how to add an animation to the Play Anim Montage list cause I don't have that. Its hard to get through the video when you have to pause it every few minutes to look up something it didn't cover.
Still thanks for the help man.
Great video but for IsSeeingPlayer I think you only set it to false when it is already false which doesn't seem like it does what you want. I think it may be unnecessary here.
yo i cant see the animation for attacking in the play anim montage, how can i make it appear?
@Gorka Games It wont let me connect self to pawn im using ue5.4 bw
This is great thanks. "isSeeingPlayer" is always true though looking at your blueprint? i can't stop the ai following the player 😞
Thanks! Hmm, what do you mean exactly? By default "isSeeingPlayer" is set to false, and when it detects the player with pawn sense, it enables it. And later on every frame, it deactivates it unless the player isnt longer being detected
how do we get rid of the glitch when the punch makes contact? should we distance the enemy?
yeah just go into your enemy`s blueprint, and then select its mesh, go down into collision in the details panel. And then select custom, and make the camera tick on ignore. And the same with its capsule collider. Hope it helps!
Which is the follow up video to this one for making a damage system on your player character?
i did with niagra a rainsystem and if i use it on a big map its very inefficenct thats why i want to make the system to follow the charakter but it didnt worked like in the video
Bro how to make camera not creep to a first person view when the ai runs directly behind character?
go into the enemy`s blueprint, then select the mesh, go into the details panel, and scroll down into collision prestes. Then select custom, and check the box on ignore on "camera". Do the same for capsule collider
at 9:57 I don't have that option to use "get owner (character movement)". I can turn off context sensitive and find it but then the nodes don't connect nor work. Do you know why this might be?? :)
Dont worry about the "Get Owner" part as instantly I just delete it. So just type "get character movement", and scroll down to the bottom, and it should appear
@@GorkaGames I have this same problem, the issue isn't the Get Owner part. I think they removed it with an update. We're looking for an alternative :/
I'm stuck there too, have you had any luck?
i did all steps in order and seem to have trouble applying the animation to the AI just stuck on a tpose
Did you asign correctly the Blendspace Horizontal axis values? From 0 to the enemy`s max speed?
Tutorial is good, and i tried from my side, but i have a problem, the AI will keep repeat attacking without following the montage length even thou i added the delay. While playing montage, the ai keep moving toward to player while it run.
same
Same br9 how could i fix this
Delete the set can attack at the beginning of followplayer and set the default on "can attack" to true. Thats what worked for me. but now my guy doesnt run anymore after i run away after an attack :/
There is a camera clipping issue he hasnt discussed here but otherwise works
just go to your enemy blueprint, look up collision in the details bar and make the collision settings to custom, then click ignore on camera. should fix the issue. (ik this is a year late but its for ppl still watching and having the same issue)
i have a issue, after i added the punching my enemy stopped following me and only stayed in its place and when I came close to him he just punched and when i went far from him he stopped; but before i added the punching thing my enemy was following me perfectly. Help pls!
For some reson mine cant move
all work fine and trinky ! mercy !!!
Hey man, thanks for the tutorial. I got an issue... Everything works fine, the enemy chases me, but when it tries to attack, it only plays about half the attack animation, and then restart the animation. The only way it completes the animation is if I run back and give it some space. Can you help me with that?
Same problem here. Did you find a solution?
@@durumvfx i found if it helps now
@@Nikolailol-q3t Please!!
Delete the set can attack at the beginning of followplayer and set the default on "can attack" to true. Thats what worked for me. but now my guy doesnt run anymore after i run away after an attack :/
nice job
thanks man!
I have a problem, mi character turns are so snappy, i tried to fix it wth the animal tutoria, but no, pls someone help, thanks Gorka
Could this be done for animal AI? Also, would you consider making a tutorial on animal AI without combat?
Yeah this Ai system can be implemented into any sort of character or creature that you like, just change the skeletal mesh, and the animation blueprint 😄 Yeah I have in mind making an focused tutorial on animals
@@GorkaGames Thank you :)
More please dude 💚
I will 😀
@@GorkaGames Fantastic bud, I’m new to UE so all these little tips n tricks are huge for me 💚
@@CostaGeo6683 No problem, I am posting very frequently UE videos for people to learn from, also enjoy your UE journey!
Can you show how to make a health bar for this and will it work in first person template provided by unreal engine 5.
Yeah, I do have some episodes for a combat system, which covers that, but in third person: ua-cam.com/video/fp5LbdC4vek/v-deo.html
how do i set the ai walk speed?
why did you use set why not get?
Btw for me my enemy was glitching out when chasing me, just remove is seeing player variable and it fixes itself. (Is seeing player isnt needed)
why when zombie follow me he run with idle animtaion? pls help edit: i dingdong, i fixed this. thx you for the video author. edit: wow zombie isn't attack, at this time i did all right
How did you fix it
Just finish the video
@@dominusman382 already fixed it i dont remember what it was but i think it was a connection or something that i forgot
@@whitesheep1417 mmm no. i still didnt fixed it.
Why are you like this 😂
This was really helpful for me but I had a problem. When I tried to link the self reference to the pawn it didn't work and i'm stuck there because of it. Any way around this?
Thanks! Do you mean the self reference on the pawn on the "AI Move To" Node of the Enemy blueprint? If so, make sure you are spelling it right, there shoudnt be any problem. Check that you have context sensitive on when you right click to add a node.
@@GorkaGames alright Thanks 👍
@@Hollow_Tempest I have this same problem when following this tutorial. I followed exactly so far. the self will not link up to the pawn. Did you fix it?
Can I make when its not following me to wander
hey amazing tutorial vut having issuse when i fisrt tried to play my ai enemy does not move at all an i followed every step but nothing happens an if check multiply times an redid it 3 times on new maps an still no movment
I have an enemy that isn't the shape of a human, how could I make it so the player could collide with the enemy instead of not being able to and only colliding with the small capsule collider
at 9 : 7 when i drag blendspace its showing me two options Speed and None
excellent tutorial
Nothing happens when I hit p after adding the navmeshboundsvolume what am I doing wrong?
2:44
for some reason when he gets close enough to attack his attack montage will play but then it will just loop the montage
Do you know how to stop the camera from going inside the enemy character when he gets too close when the camera rotate
Yeah, just go into your enemy`s bluepint, and select the mesh, go into the details panel, and then scroll down into collision. Then in presets, select custom, and tick the camera on ignore. Do the same with the capsue collider
@@GorkaGames thanks bro and I know this doesn't relate to the current video but I'm looking for a solution for an attacking problem I have I added a delay to a combo move so when I press the button again it won't interrupt the combo but the delay keeps him doing the in the same place like in root motion but when I set the delay node to 0.0 he moves forward like he is supposed to can you help me out with that?
one problem,evey few steps the ai takes a step back(kind like lagging) and then continues the animation,like resetting the animation for half a second
Thank you, very.
Hey gorka please make a tutorial on adding zombie sounds to zombies in ue 5 please
At first AI would not come at me. Not sure why this broke it but it was because I had hear pawn and sense pawn untoggled. Even though we only wrote a blue print for see pawn action it seems it requires these?
the guy doesnt move, i used different mesh but other that everything was followed the same. my character is just arms idk if that matters
did you place a navmesh in the scene??
yeah I followed everything in the video but he doesn’t move even with the navmesh
Put the navmesh under the floor (just a little) and it should work
@@ChrisDev123 tysm
Im making a game with a lot of movement, and it doesn't really fit in with this AI, because it is very easy to get out of its line of sight. doing this would tend to make the AI just forget I was there. IS there a fix for this.
You can just adjust its sight radius and vision angle to fit your requirements
Hello! Thanks for the great tutorial. Helped me a lot. Please tell me how to make the impact animation play to the end and only then the enemy continues to run? There needs to be a condition...
I'm glad I could help! So what you mean is that you want to make the enemy stop its movement when it's attacking, right?
@@GorkaGames I would like to know this too. Looking for a place in the blueprint to set enemy ai speed to 0 while playing attack animation.
this video is great. only issue im having is my ai seems to move way to fast no matter what i set and runs past me then rubberbands back to behind me
thanks! make sure that in its Character Movement component he has the "Max Walk Speed" set to a lower value
Thanks for the Tutorial! There's only one problem and that's the enemy attacking. I have found a ninja attack for the enemy AI. It's got the run down but it's refusing to attack once it reaches. It seemed to work in a different project but can't find that one. Any suggestions on what might be going wrong?
Fantastic Tutorial! I for some reason am stuck at the animat montage portion i selected 1 even though i have 2 attack montage animations to select from. When I added it to the animation towards the end of the video it just runs up and doesnt do the animation for attack. Any advice would be appreciated!
have you solved it?
@just_an_internet_guy4067 nope don't think I did. I went to another project now.
Thanks tho
Hey man i was following this video but when i came to testing to see if the ai would mov, he didn't it was just frozen
update, i figured it out i had just placed the nevmesh thing ubove the ground
Hey man, make sure that you have set the navmesh correctly
Curious if throwing bools around each movement node is best practice, I've been doing this as well but it feels realllllly repetitive for more complex "AI"
其实不需要followPlayer这个函数,直连AI MoveTo然后pawn to pawn就更简洁了。
Thanks!
where did that sword came from i didnt saw it when you put it there xD .
haha, it comes from my equip tutorial, its from sketchfab
Im having trouble gettin this to work with a retargeted character, synty... any suggestion?
This should scale into any character, so what is what is not working? The animations?
What was the point of creating the "Is Seeing Player?" variable?
Context: Completed previous tutorial "How to create a Combat System". Than tried to add this tutorial to it using the previous BP_Dummy.
Issue: AI wouldnt attack, would just stand still after chasing you.
Solution: There was a double Mesh, had to use the Parent Mesh, and delete the other. Than assigned AP_EnemyAI. Problem solved.
Moral of the story: Gorka Games actually followed up with me on Twitter, swapped screenshots and videos to help me solve this minor issue, And is amazing lol
Hey! So the AI does not play the attack animation at all, right? So a fix was the comment that you just highlighted, but If you have tried it and it didnt work.. Could you send me some screenshots of your code? Maybe throught twitter?
@@GorkaGames for sure, one sec. ill get those ready.
@@GorkaGames I sent everything via messenger on Twitter. just letting you know.
Hi! This must be the problem I'm having. What do you mean a double mesh? Thanks!!!
Tks man!
My zombie go true player wile running how i can setup zombie animation stop and attack the character
Hello! Thank you for a great tutorial, but the enemy isn't chasing me, what did i do wrong?
Now It Finally Works, Thanks!
@@1nf3rn0-v7h What did you change?
@@hamburgerfrenchfries3777 The Thing Is, When I Created A Unreal Engine Character Class, It Did Not Add Me The Character Movement Component, Added It Manually And Now It Works
Can you do a tutorial on c++?
Can't get the AI to move towards my Character, rewatched multiple times. If I turn the Acceptence Radius higher it says success but doesn't move, else it just fails.
It works in the default project so i guess there is something wrong with my project settings or my own ThirdPersonCharacter Blueprint. I have no idea what to do.
Have you placed te NavMesh Bounds correctly on to the floor?
@@GorkaGames I did it exactly like in the video, as I said it works in the default ThirdPerson project when I copied the same Enemy Blueprint but it's not working in the project I'm trying to implement it in
Edit: Fixed it by putting a delay of 0.1 after the "On See Pawn"
@@kypindor7099 I am having the same problem. Where do you put the delay? Can you explain it a bit more cause I don't see where I could put it down 0.1 delay?
Hey im using this for a partner Ai it worked in the past for my ai partner but i doesnt work anymore but it still works for the enemies any advice? Great video