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Posted

Hey guys

 

Am starting to learn how to put AI together in UE4 using blueprints (no C++). Does anyone know of anywhere I can find concise, easy to follow information on things such as making AI characters move to the enemy when they get in range, changing the walking speed of the AI whilst a behaviour tree is running (if that's even possible), etc?

 

What I've got so far is a basic setup with a character that moves to random points, controlled by a Behaviour Tree. The tutorials I've found either seem to relate to C++ techniques or creating AI outside of behaviour trees, there doesn't seem to be much on trees themselves (are they new?). Even trying to find out how to set up simple decorators is something I can't find much info on

 

Any help is much appreciated :)

Posted

This guys made a basic AI controlled turret which fires upon the player when it gets within a certain range. Hopefully you'll find some of it helpful!

 

Part 1 (of 4) here:

 

Cool cheers, will take a look at those this week. Did have a quick skip through already and it doesn't look like he uses behaviour trees. Quite a lot of tutorials also don't, do you guys know if this is because a) behaviour trees are pretty new and there's less documentation, or b) there are better ways to set up AI?

Posted (edited)

I don't know if you have seen these yet, but here you go (have not gone through them myself though):

 

Also: https://forums.unrealengine.com/showthread.php?25415-Basic-Enemy-AI-(BluePrints-Only)-(Project-Link)

 

 

*Edit* On behavior trees in general: http://gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php?elq=31d4b140d1cd4aea8af755b36aed26c4&elqCampaignId=6329

Edited by AtsEst
Posted

I don't know if you have seen these yet, but here you go (have not gone through them myself though):

 

 

Also: https://forums.unrealengine.com/showthread.php?25415-Basic-Enemy-AI-(BluePrints-Only)-(Project-Link)

 

Thanks, I've been through parts of those, it seems though that he skips some important stages at the start (bringing over the 3rd person character, giving him a gun etc) and because I've already started my AI setup using behaviour trees (and he doesn't use them), I was looking for advice on how to continue down that route. 

 

I may check through them at some point though and try to follow what he's doing. His tutorials are ok, but he tends not to explain why he's placing certain nodes or what they are, which makes it difficult to learn what he's doing and why rather than just replicating it. 

Posted

Yep I think so, doesn't seem to be many around. Failing the behaviour tree stuff I'll look into the other ways of setting up AI, as in the videos above

 

Added a gamasutra article dealing with the very subject in my previous post.

Posted

Great, thanks :) if you find anything specifically related to creating behaviour trees in Ue4 can you post it here too? I'll probably use this thread for related questions as I get further into it all

Posted

cool - just followed the turret example, and added some visibility checking, so it only fires when it can see you. Very neat. Next I'm going to add some homing rockets, accuracy variable and make it so you can destroy it.

Posted

Great, thanks :) if you find anything specifically related to creating behaviour trees in Ue4 can you post it here too? I'll probably use this thread for related questions as I get further into it all

Sure I'll post it here when i find something interesting:),  it will probably happen when I start playing with behavior trees myself. And as far as I know from Epics twitch stream they are doing a pretty decent push to get their own proper documentation and tutorials out as well so those will probably be visible everywhere once they are out.

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