AI Perception - Unreal Engine Action RPG #30

  Рет қаралды 2,953

CodeLikeMe

CodeLikeMe

Күн бұрын

Пікірлер: 14
@yungdawg805
@yungdawg805 2 ай бұрын
everything works fine but i came to the problem that my shield "hides" my character and depending on how i face the enemies everytime the shield gets between me and them, they stop sensing me and will unequip. same with when the enemy has a shield equipped. any tips on how to solve that?
@Tenchinu
@Tenchinu 2 ай бұрын
im following for a while, but always wanted to ask where you got this environment? i followed your grass tutorial as well, but this looks so detailed. regardless, thnk u so much for all the effort on every tut :)
@CodeLikeMe
@CodeLikeMe 2 ай бұрын
from marketplace, Stylized provencal is the name
@iAmScope2
@iAmScope2 7 ай бұрын
It's exactly how I imagined it.
@CodeLikeMe
@CodeLikeMe 7 ай бұрын
cool
@789alizaidi
@789alizaidi 7 ай бұрын
is this possible to add this kind of perception code to our own player so that we can highlight pick-able or interact-able items within our own player's perception cone ??
@CodeLikeMe
@CodeLikeMe 7 ай бұрын
Yes, it should be possible. You can add perception component to character or controller blueprints. And use the events just like here. But I haven't tried myself. You may need to add perception stimuli components to weapons or whatever the actors you need to detect
@CultivationPath
@CultivationPath 6 ай бұрын
Hi! the environment is handmade or does it come from some marketplace asset? the grass looks really nice
@Hunt4Glory
@Hunt4Glory 6 ай бұрын
Hello, it's a market place asset and he says the name at 2:05
@Hunt4Glory
@Hunt4Glory 6 ай бұрын
Stylized Fantasy Provencal ( Stylized , Fantasy , Provencal )
@youngjojo3052
@youngjojo3052 7 ай бұрын
Why use behavior tree if you can do all of the same functionality in the pawn I just wanna know the difference
@789alizaidi
@789alizaidi 7 ай бұрын
tree let's us group code together in smaller, better maintain-able chunks and we can also visualize the flow of logic within branches and see how the code is flowing. in pawn the blueprints can get all mixed up no matter what you do so bug fixing / improving / upgrading becomes hard. trees makes AI easier
@youngjojo3052
@youngjojo3052 7 ай бұрын
@@789alizaidi thanks
@CodeLikeMe
@CodeLikeMe 7 ай бұрын
Yes, exactly. It is really hard to maintain state and code when the behaviors get complicated
It’s all not real
00:15
V.A. show / Магика
Рет қаралды 20 МЛН
Tuna 🍣 ​⁠@patrickzeinali ​⁠@ChefRush
00:48
albert_cancook
Рет қаралды 148 МЛН
Don’t Choose The Wrong Box 😱
00:41
Topper Guild
Рет қаралды 62 МЛН
coco在求救? #小丑 #天使 #shorts
00:29
好人小丑
Рет қаралды 120 МЛН
The Asset Backlog Dilemma
14:41
Game World Engineer
Рет қаралды 169
How to use Ultimate Gameplay Camera with Game Animation Sample
9:01
10. Unreal Editor 5.4.4 Setting up Enemy AI and Direction Change
19:16
It’s all not real
00:15
V.A. show / Магика
Рет қаралды 20 МЛН