Great Video as usual. Enemy should return to passive state if he can't see the player anymore. Did you cover this behaviour in the video? I guess we need to create another handle for that.
@TolisPiperas8216 минут бұрын
How can we add hit reaction to the boss like in the other simple enemies?
@Da-Bolt39 минут бұрын
sir my character stuck bitween clear focus and move to why
@AndrewFox-wh2xs2 сағат бұрын
Was curious if you were thinking of putting the templates on the marketplace? Your tutorials and work is great.
@natsunwtk8 сағат бұрын
what if we have separate mission? like, they are the same monster/bad guy. but in some scenario they have to triggered and send the signal like you did but mostly on somewhere else like open world or something that's doesn't need to be triggered to anything how could we separated it? or just simply make it check if there's anything they have to communicate with as simple as that?
@natsunwtk8 сағат бұрын
May I know what's that mic is?
@Nitro5467-kr4vq14 сағат бұрын
It is not making the enemy move after deleting the Event begin play. Help?
@AliElZoheiry13 сағат бұрын
Hey there! ensure your behavior tree is actually running, by opening it up while the game is running and see if the nodes are lighting up. If not, that means that either you didn't se the AI controller correctly, or you didn't call run behavior tree
@Nitro5467-kr4vq12 сағат бұрын
@@AliElZoheiry K thx
@electronicinfection15 сағат бұрын
Thanks a thousand times!
@AliElZoheiry13 сағат бұрын
You're very welcome! I'm thrilled to hear that you found the content helpful. Thanks for the feedback! 🙏
@deltacake380915 сағат бұрын
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
@AliElZoheiry13 сағат бұрын
Thank you for the kind words! I'm thrilled you enjoyed the series. Stay tuned, there's definitely more exciting content in the pipeline! 🙌
@animus3d66316 сағат бұрын
Skyrim
@jervanmarin176617 сағат бұрын
"Infinity Blade: Effects" are no compatible with Unreal Engine 5.4
@AliElZoheiry13 сағат бұрын
That's a shame, I'm sure there is a way around it, I managed to use them fine in 5.3
@jervanmarin176612 сағат бұрын
@@AliElZoheiry Yeah, it works with 5.3 but no 5.4 😢
@GoldBl4d318 сағат бұрын
This is not what interfaces are intended to do. The interface will still cast and type check. An interface is not for decoupling either. Its for providing consistent functionality between -unlike- types. Instead you should store the gameinstance reference in a static variable or data asset where it can be retrieved easily from anywhere. Better yet, make a blueprint func library to wrap it.
@AliElZoheiry13 сағат бұрын
Hey there, thanks for the suggestions. The interface here is to easily replace the Gameinstance with any other class, as you can have your own custom gameinstance as well or you may want to use another class for any reason, so it's always good to create interfaces in these cases to describe the desired functionality without being coupled to a specific class implementation. Also, interfaces don't cast to the base class under the hood, they only cast to the interface itself, thus loading only the required functions in memory and not the entire class
@electronicinfection19 сағат бұрын
You are a godsend, thanks!
@AliElZoheiry13 сағат бұрын
Thank you for your kind words, glad I could help! 🙏
@eraezr20 сағат бұрын
Thank you so much for this.
@AliElZoheiry13 сағат бұрын
You're welcome! I'm glad you found it helpful. Thank you for your support 🙏
@pasterdummy2703Күн бұрын
At 42:35 how did you make the mesh spin in anim montage? i tried looking for a tutorial but couldn't find anything, Pls Help
@AliElZoheiry13 сағат бұрын
Hey there, this wasn't done in engine, this was just done by editing the animation itself in Blender. I am not a 3D artist nor an animator, so I didn't add that part in the tutorial, but it was very simple, if I can do it, anyone can ;) I just opened up the animation in blender, copied the last frame, rotated it multiple times and pasted it a few frames later to make the animation longer
@Rugged-Ranger119-vn9omКүн бұрын
I dont know if its a problem with what i did but as soon as i create the attack fuction at 31:32, the enemy stops attacking completely and even when i just connect the attack functions to the behavior tree, it doesn't do anything, just spawns the sword and keeps standing like a statue 😕 Help me please
@Rugged-Ranger119-vn9omКүн бұрын
Also the enemy ai attacks only if i don't do the step at 31:21 where we set the value for the attack target, and for the switch function, it is always passive no matter what i do 😕
@lambe1porco18 сағат бұрын
Hey, I'm having similar issues. I fixed about 50% of my troubles by having only one AI in the map. This way I'm able to use the function "SetStateAsAttacking" but I still need to plug the "GetPlayerCharacter" instead of the "AttackTarget" input. Of course despite things being better, I still will want to have more than 1 AI at the same time. Will try to keep finding a solution...
@Rugged-Ranger119-vn9om18 сағат бұрын
@@lambe1porco i tried with the get player character node as the attack target but still the attack function doesn't even work, it works only if i plug in the task directly
@lambe1porco14 сағат бұрын
@@Rugged-Ranger119-vn9om Without seeing all your blueprints, idk what can be wrong. Here's my "SetStateAsAttacking" function in the AI controller (i.postimg.cc/52TSRjzw/imagem-2024-05-12-224919722.png). Regarding the more than 1 AI issue, I found that I had to use a "GetAllActorsOfClass" insted of the "GetActorOfClass" and also switch the flip/flop to 2 keyboard events, one for each state. I believe when I get the AI perception working, this will be all good
@AliElZoheiry13 сағат бұрын
Hey there, I'm really glad to see people answering each other in the comments. I hope you managed to fix your issue. If you haven't, I unfortunately can't tell what the issue is from that description alone, but I recommend opening up the behavior tree while the game is running to see where it stops, and also add breakpoints to follow the execution of your code and see where it stops
@AbleChoКүн бұрын
Enemy is obviously offended by the ass explosion.
@blablup1214Күн бұрын
Still not finished the video, but I wanted to post this question I got while hearing your description, a for the algorithm b for my memory , so I don't forget it. If you save something asynchronos. What happens if you change the data while you are saving ? ( Guess something like that can only happen if you save huge data ) For example weapon is a start save he hasn't saved weapon a yet switch weapon to b save is completed ?
@AliElZoheiry13 сағат бұрын
2 things can happen: 1. The old data is saving, you change it, that triggers a new save function call and it overrides the old save data, so everything is fine. 2. OR, The old data is saving, you change it, that triggers a new save function call, and the old call finishes AFTER the new one, thus saving old data. That, in software, is called a "race condition" and is an unfortunate side effect of asynchronous functions. So you should prevent 2 saves from happening at the same time just to be safe
@rancheraosborneКүн бұрын
Hey Ali, your way of teaching is insanely good, great pace, great explanations with examples. Thank you very much. Do you have any plans to cover GAS?
@AliElZoheiry13 сағат бұрын
Thank you for your kind words! I'm glad you found my teaching style helpful. I do have plans to cover GAS in the future, so stay tuned for that!
@juanarzeКүн бұрын
¡Gracias!
@AliElZoheiryКүн бұрын
Thank you so much for this Juan!! It means a lot to me 🙏🙏 I'm really happy you found the video useful 😊
@amityadav85Күн бұрын
"Must have been the wind"
@miquelsalvatejedor3123Күн бұрын
Great content Ali! Very well explained and easy to follow, Thanks!
@AliElZoheiry13 сағат бұрын
Thank you for your kind words! I'm glad to hear that you found the content helpful and easy to follow. Your support is much appreciated 🙏
@Rugged-Ranger119-vn9omКүн бұрын
Was going smooth until the enemy stopped attacking on pressing 1, then i tried to find any errors, couldn't, i thought maybe previous files are causing some error so deleted those, thought that by mistake i deleted all the ai folders so closed unreal without saving and now neither the enemy moves to player neither it focuses and neither it attacks 😅 Btw the tutorials are great 👌
@AliElZoheiry13 сағат бұрын
Hey! Sorry to hear about the issue you faced. It seems like quite a hassle. Have you tried checking the NavMesh and the AI's blackboard to ensure all references and tasks are set up properly? Thank you for the kind words about the tutorials though! I'm glad you are finding them helpful. 😅
@Rugged-Ranger119-vn9om9 сағат бұрын
@@AliElZoheiry yes i have tried checking all references, even i copied each and every step you did but still the problem persists
@liamshelley8910Күн бұрын
Hello! Your AI series is an absolute gold mine and so perfectly done with all the explanation and detail you went into, it has honestly helped me so much in my own journey into Unreal Engine! I wanted to ask if you ever are thinking of expanding upon it with more RPG style mechanics like AI level ups, displayed names and even Class roles (I.e Mage, Ranger ect). It would be a great help as I have a little project I am working on but am a little stuck in that remark. Have a lovely day!
@AliElZoheiry13 сағат бұрын
Hey there! Thank you so much for your comment! I'm really happy to hear that the AI series has been helpful for you. Your suggestions for expanding into RPG mechanics are fantastic, and I'll definitely consider creating content around those topics in the future. Best of luck with your project and have a great day!
@art0ni641Күн бұрын
Hey Ali awesome tutorial quicl question what if i had a damage system before but want to use yours do i need to delete all the previous code?
@AliElZoheiry13 сағат бұрын
Depends on how your damage system was implemented, if it was also a separate actor component, then you can just replace the old one with the new one and that's it, but if you had the damage functionality implemented on the character itself, then you'd have to delete all the functions and variables related to the old damage system as not to interfere with the new one
@art0ni6416 сағат бұрын
@@AliElZoheiry ok understood I'll do that
@deltacake3809Күн бұрын
Another great tutorial, cant wait to implement the knowledge to my game
@AliElZoheiry13 сағат бұрын
And thank you for watching and for all the comments. I really appreciate it
@deltacake3809Күн бұрын
Thanks for the tutorial, great video
@AliElZoheiry13 сағат бұрын
You're very welcome! Thank you for your comment 🙏
@mikelkramКүн бұрын
nice batman)
@AliElZoheiry13 сағат бұрын
Hahaha good eye. Thank you ;)
@deltacake3809Күн бұрын
Great video, thats what I was looking for
@AliElZoheiry13 сағат бұрын
Hey there! Thank you for watching and commenting! I'm glad the video was able to help you out 🙏
@deltacake3809Күн бұрын
Love your tutorials, easy to follow, great explanations and a lot of details
@AliElZoheiry13 сағат бұрын
Thank you for the kind words! I'm thrilled that you're finding the tutorials helpful 🙏
@deltacake38092 күн бұрын
Your tutorials are really great, keep it up
@AliElZoheiry13 сағат бұрын
Thank you so much! I'm glad you're finding the tutorials helpful 🙏
@deltacake38092 күн бұрын
Nice effects
@AliElZoheiry13 сағат бұрын
Thank you, glad you liked them! 😊
@deltacake38092 күн бұрын
Looks nice
@AliElZoheiry13 сағат бұрын
Thanks! I'm glad you liked it 🙏
@noinoinoi20952 күн бұрын
Coming from a software development background, game specific things like behavior trees are completely new to me so these tutorials are pure gold! Thanks for the amazing tut. BTW, I've tried to print string instead of implementing animations and then use the dispatcher but somehow my behavior tree gets stuck on the second sequence. Does anyone know a workaround to this or what's happening?
@AliElZoheiry13 сағат бұрын
Hey, thank you for your comment and I'm glad you find the tutorials helpful! Regarding the behavior tree issue, I'm not sure what it could be from just the description, but if it's getting stuck that means your task is not finishing, either you didn't call finish execute in a task, or you didn't check the success box, so check what's happening there
@Alternatywny_12 күн бұрын
I attempted to proceed with the second (SSH) method and received feedback that my project exceeded the maximum 2GB limit, making it impossible to upload. I have nearly completed a wave zombie shooter with a Content folder weighing just under 7GB. Do I need to split the upload into three parts, or is there an alternative approach?
@AliElZoheiry13 сағат бұрын
If you are referring to the Github limitations in size, unfortunately this is the size limit for the free tier, but Github is just one option for remote repository storage, there are many others with larger storage options if that's what you need. I heard Azure offers 200GB for free
@udemisol23042 күн бұрын
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
@AliElZoheiry2 күн бұрын
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.
@udemisol23042 күн бұрын
@@AliElZoheiry hmmm, it's a serious challenge cause I soon need to support you through joining your patreon, plus getting exclusive contents
@amirhameedamirjalali43992 күн бұрын
Hey Ali, Just what I was looking for! although, Im wondering why you are not doing a do once function instead of having two separate events to tell when we are holding the bow?
@AliElZoheiry2 күн бұрын
Hey! Glad you found this useful. I'm not sure what you mean and which part exactly you are referring to, but in general the draw bow input action is a single action, because it's a single button press, just a hold and release on the same button
@amirhameedamirjalali4399Күн бұрын
@@AliElZoheiry Ok so I went through the video a bit more, and saw that you are not using hold and release, is there a reason for that? at time 17:42 when your making the input action
@amirhameedamirjalali4399Күн бұрын
but still great video!
@AliElZoheiryКүн бұрын
@@amirhameedamirjalali4399 Indeed, I am using hold and release, because it's the same key that draws the bow and fires it when released
@oscblade16912 күн бұрын
Hey Ali love the tutorials. Just I have a question, I have been in game development for a few years now I have a degree in game design. But I still find my self needing tutorials like these to make anything. I am curious how you learned this for this video did you watch tutorials and take notes? Are you just a programmer with a great understanding of code or did you put a few weeks of trial and error until you figured it out before making this? Because though I love these I don't want to be reliant on tutorials for my games code. Even though I can code simple things on my own these more complex systems end making me need to use others work to get my stuff running. Thanks in advance and sorry for the long message.
@AliElZoheiry2 күн бұрын
Hey there! I'm glad to hear that you're finding the tutorials helpful. Whether you are a beginner or experienced, learning from tutorials is a common and valuable practice for any software engineering discipline. Regarding how I learned. I do have a background as a software engineer, so I've been writing code for the past 12 years, but game development is fairly new for me (2+ years), and everything I learned was following KZbin tutorials, watching GDC talks, talking to experienced game devs, attending meetups and tech talks, and just playing games also :D
@oscblade16912 күн бұрын
@@AliElZoheiry awesome thanks for the reply. Ya I enjoy the tutorials and they help me understand the concepts of what goes into making them. But I always find myself drawing a blank when I try to build my own system without following along.
@Will-qn2jn2 күн бұрын
Excellent explanation. thank you!
@AliElZoheiry2 күн бұрын
Glad you found it helpful! Thanks for watching 🙏
@YS-tw2ce3 күн бұрын
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!
@AliElZoheiry2 күн бұрын
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! 🙏
@minidinogamer3 күн бұрын
Hey Ali! First of, I just want to say I really respect how you take the time to reply to everyone's comments, even the new ones. This is a really big and impressive tutorial, so you going the extra mile is really cool. In that being said.. I have a huge problem, simple, but I can't seem to find a way to fix it. The AI isn't playing a hit animation when they get hit. From 48:00 - 54:00, my blueprints are the exact same, so i'm really stumped. I was hoping you would help me, or push me in the right direction to fixing it myself before I replay this tutorial. Another issue I could try fix myself first is that my ranged enemy isn't doing damage to me, but does do damage to the melee enemy. Thank you :)
@AliElZoheiry2 күн бұрын
Hey there! Thank you for your kind words and for watching. I'm glad you noticed the effort I put into answering each comment. It takes a lot of time for sure, but it's worth it for me ;) If you're enemy isn't playing montages, then make sure you have a "default slot" node in your anim graph (in your animation blueprint), but if the issue is with this specific hit montage, then check the montage itself and make sure the slot is set correctly. Otherwise, I suggest debugging the issue further to narrow down the problem area.
@minidinogamer2 күн бұрын
@@AliElZoheiry When you talk about the slot for the montage, do you mean the slot for the hit reaction target? If so, that's set up correctly. I'll check out your debug video :)
@AliElZoheiryКүн бұрын
I meant on the montage itself, you can set which slot ahould that montage be applied to. I also cover that example in the debugging video @minidinogamer
@EmvyBeats3 күн бұрын
you should make the enemy attack 2x faster.. and see you from a a further range.. I always wish stealth games were harder..
@amariu19483 күн бұрын
really informative thanks alot bro, need more tutorial videos like this
@AliElZoheiry2 күн бұрын
Thank you for the kind words! I'm so glad you found it helpful. More tutorials are definitely on the way. Stay tuned!
@HG-tu2xn3 күн бұрын
You're the best Ali!! I've learned a lot from you. I have a suggestion. Can u make a tutorial about how to make an advanced Pick up system, Like for example in PUbG
@AliElZoheiry2 күн бұрын
Hey there! Thank you so much for your support and suggestion! I'll definitely add an advanced pick up system tutorial to my list and consider it for a future video. Keep an eye out for it! 🙏
@Daniel-sn5se3 күн бұрын
I didn't watch it fully yet and I already know this will be fire! You are the best Ali!
@AliElZoheiry2 күн бұрын
Thanks for the support! I hope you find it helpful when you get a chance to watch it.🔥
@ThomasKaltenbrunner-sm7tb3 күн бұрын
Strange..when i play the Bow fire Montage my character stops till the montage is finished. Any idea what could cause that?
@AliElZoheiry2 күн бұрын
What do you mean stops? if you mean stops moving, then you probably have "Root motion" set to true on your fire bow animation asset.
@ThomasKaltenbrunner-sm7tb22 сағат бұрын
You were totally right...!! It was the root motion.Thank you very much for the help. I tried to find a solution for hours and nothing changed that behavior😊@@AliElZoheiry
@AliElZoheiry21 сағат бұрын
@@ThomasKaltenbrunner-sm7tb music to my ears 🎵 glad to hear everything is working now 🙏
@IRONthumbs13 күн бұрын
Legend <3
@AliElZoheiry2 күн бұрын
Glad you enjoyed the content 🙌
@clebo993 күн бұрын
So a few things...I'm going to hang with this but you move a little too fast and I think you forgot to show what you did around 41:00 regarding the changes you made to the initial Weird Sword. But so far I'm liking it.
@AliElZoheiry2 күн бұрын
Hey, thanks for your feedback! I indeed didn't show the changes to the WieldSword, because they are exactly the same as the SheathSword event, and I showed the event in the blueprint, so you can pause and see what's happening there if you'd like
@idrinkxango083 күн бұрын
How difficult will it be (as a beginner) to take this and make it replication / multiplayer ready? BTW amazing content-- thank you!
@AliElZoheiry2 күн бұрын
Hey, thank you for your comment! Replication for this functionality isn't too difficult, since you only have to replicate the pawn behaviors, nothing related to AI behaviors needs to be replicated since that runs client side. But the hard part isn't replication, the hard part would depend on how you want your enemy AI to behave in a multiplayer game. Which client sees which action? do they only run on the server? can there be multiple instances of the same enemy, etc.. that might be a bit challenging for a beginner, but definitely a good skill to learn, So I say go for it!
@meh-yu5yh3 күн бұрын
Is there any chance you could make an RPG skill tree in a future video or is it possible to follow older videos online from UE4? I've heard that it's 95% the same so the blueprints should still work, is this true?
@AliElZoheiry2 күн бұрын
Hey there! Thank you for your comment and suggestion, It's definitely on my list to make a skill tree tutorial series. Keep an eye out for that. Regarding UE4, you can follow all my tutorials on UE4, there will only be slight deviations, like the Input actions I use here are only available in UE5.1