Release date:2020, October

Author:Daniel Orchard

Skill level:Beginner

Language:English

Exercise files:Yes

What Will I Learn?

In this series we will be learning how to implement a perceptive AI solution where the AI will sense you via sight and hearing We will also look at how to setup behavour trees and blackboard to react to the player, with shooting mechanics and ability activations We will be using blueprint throughout, and no C++ will be required to make this work

Requirements A basic understanding of Unreal Engine will be helpful

Description In this series I will be showing how to set up two different AI designs, one for a shooter experience, and one for a RPG style AI. We will cover blackboard and behaviour trees, EQS queries, and the AI perception component using sight, sound and damage stimuli.

The Shooter example will be a longer, slower example where we will explain everything as we go, and it will use sight and sound to give it elements of stealth AI, along with a working shooting system driven by the AI controller and it’s behaviour tree.

The Magic AI example will be a more concise, straight to the point demonstration of a different way of working compared to the shooter example, and we will utilise sight and damage stimuli to make a reactionary AI who is able to heal, cast spells, and teleport away from the user using a EQS query. This series also includes a large overview of the EQS system and how to many of the tests work.

Who is the target audience? Unreal Engine developers looking to learn how to implement AI into their games, in particular AI which can see and hear and response to those stimuli

1 Introduction 1. Overview

2 Shooter AI (2020) 02. Getting Started 03. 02 – Meshes, Weapons, Class Basics (Branch Fps 04. 03 – Characters (Branch 3 – Character Setup) 05. 04 – Interfaces, State Enums (Branch 4 – States) 06. 05 – Ai Controllers, Blackboards (Branch 07. 06 – Player And Enemy Blueprints (Branch 08. 07 – Perception Component (Branch 09. 08 – Perception Driving States (Branch 10. 09 – Behaviour Trees – Idle (Branch 11. 10 – Behaviour Trees – Patrols 12. 11 – Animations 13. 12 – Behaviour Tree – Investigating 14. 13 – Behaviour Tree – Seeking 15. 14 – Behaviour Tree – Attackingfiring 16. 15 – Tweaks, Bug Fixes

3 Shooter AI (Legacy, Depreciated) 17. Introduction 18. Setting Up Classes 19. Ai Interface 20. State Functions 21. Perception Component 22. Perception Logic 23. Setting Up An Idle System 24. Finishing Idles And Starting Patrolling 25. Patrolling Bp 26. Investigation 27. Seeking 28. Attacking Part 1 29. Attacking Part 2 30. Attacking Part 3 31. Final Tweaks And Review 32. Bonus – Aim At Bb Entry

4 RPG Style AI 33. Perception 34. Blackboards And Bt Services 35. Spellcasting 36. Ability System Mock-Up 37. Ability System Tweaks 38. Learning Eqs, An Overview 39. Teleporting With Eqs

5 Further learning and Closing words 40. Final Learning And Closing Thoughts

[Udemy] Building Perceptive AI in Unreal Engine (Eng, Russian)_Subtitles.7z [Udemy] Building Perceptive AI in Unreal Engine (Russian audio).7z

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