In the Project Settings in the Collision category make sure in the Pawn preset the Trigger option is set to overlap.
@AyeKyTheGuyАй бұрын
I was watching this video and skimmed through the comments to see if others had the same issue, but their problems didn’t resolve mine. The AI completely ignores me (my character has both AI and player tags, and none of my code has errors-at least none that show up as errors). The same goes for compiling; while playing, no errors appear in the CMD line either, and everything looks the same to me. I’ve gone through the steps meticulously and have definitely watched this video multiple times. It’s late now, so maybe I’ll check tomorrow; perhaps I am overlooking something. I am using Unreal 5.4, and I did notice that one thing was different: some code was completely missing. The section that looked different to me was at 11:38 in the Pre Frame event, where the code for updating the socket location is not there at all. For me, the event tick starts with the parent tick, going straight to set spread values. I’ve tried placing the aim logic on either side, but it doesn’t seem to matter. I even tried it before the parent tick; no errors occurred, and it just ran through the rest of the code. However, the rest of the AI works flawlessly. They attack each other with no issues but completely ignore my player character, as if I’m not there at all. They walk up to me, stop as if I’m a wall, and then turn around to go a different way since I’m blocking the path.
@DefuseStudiosАй бұрын
The code per frame collapsed node won’t effect the AI reacting to the player. Make sure when you added the tags to the SGK master character that you didn’t add them to a components tags other wise they won’t work. The tags are the only thing required for the AI to see the player so that’s most likely your issue. You can also make sure the Mesh component in the SGKMasterCharacter is set to block the Visibility trace in its collision settings to make sure the AI can see it.
@AyeKyTheGuyАй бұрын
@ i will check into this. I’ve also join this discord I’ve bought this stuff years ago and never join the discord had a project and just played around with a few things love the ideas and frame (pathing) work you’ve made by the way. It’s been helpful in the beginning to learn things a while ago coming back in 4.x but 5.x is slightly different game back to this stuff as I’ve gotten more time to play around with it.
@undisclosedpolitics Жыл бұрын
Worked first time, granted, I did this before a year ago but still. Nice job @Defuse as always.
@JamesWoolfordDesign Жыл бұрын
worked first time, long for an amateur like myself, but worked great. Thank you!
@PaleHorseMediaWA Жыл бұрын
Worked the first try. Took a while, but wow so nice.
@mobildisko57910 ай бұрын
Range characters do not use aim offset when attacking, that is, they do not aim at us. He's holding the gun in his hand and pointing it at us, but if you go up, they have to hold it up and aim at us. But they don't do that.
@DefuseStudios10 ай бұрын
Hi, I’ve check this in a new project and the included range AI seam to be using the Aim Offset correctly, the AI aim up and down when in range attack behaviour. You can try checking the AI component settings in the AI character you using make sure it has a Aim Offset set you can find the setting by searching for Aim Offset in the details panel, if you’ve changed the AI character mesh this will need to be the retargeted aim offset animation created when you changed the character mesh.
@GroundbreakGames9 ай бұрын
Why did you not change the collision settings for AI wave spawn volume like you did for the other two AI spawning volumes? Just curious.
@DefuseStudios9 ай бұрын
Hi you can use the same collision settings for the wave spawner, it’s not in the video because I don’t think that blueprint had been added when this video was recorded.
@GroundbreakGames9 ай бұрын
@@DefuseStudiosAppreciate the response, thanks man!
@thesheepdog1974 Жыл бұрын
Something has changed since this tutorial was published. At 6:49, you lost me because I'm not seeing the same nodes or layout.
@DefuseStudios Жыл бұрын
Hi, just copy the code from the Smart AI game mode like in the video and paste it into the BP_SGKGameMode, then connect that new code to the end of the existing code in the BP_SGKGameMode in the begin play collapsed node.
@Wiggy-t8b4 ай бұрын
Hi, is there a way to use multiple behaviors for the same AI? So that a ranged enemy can interact with objects/talk/walk between points and if it sees the player stop doing that and attack?
@DefuseStudios4 ай бұрын
Hi, an AI can only be in one behaviour at a time it then uses reactions to change the AIs current behaviour there’s more info on this in the reaction system video.
@Wiggy-t8b4 ай бұрын
@@DefuseStudios sorry, so it is possible for a ranged ai to walk between points/talk with another ai and then spot the player and stop walking between points and attack the player?
@jimbobjones-n4t Жыл бұрын
Hi ,at @22:09 ,start sprint shakespeed ,im missing all of that code outside of the 'start timer first destroys the dead body'' ,when i replicate what you have in the video ,i get a compile error ,and at the moment i have everything working in Smart AI ,except the ai wont take damage and die ,thank you for your time if you can help :)
@DefuseStudios Жыл бұрын
Hi, sorry I dont understand what you mean. The code in the StartDestroyDeadCharacterTimer is exactly the same as the video. The code in there has nothing todo with the AI dieing or taking damage. If thats not working you've missed something else in the video the StartSprintShakeSpeed if you dont have this code then your using a much older version of SGK then the video and this was made 10 months ago, I suggest you download a new upto date SGK or follow the DIY Guides to bring your project upto date with the changes that have been made.
@jimbobjones-n4t Жыл бұрын
@@DefuseStudios Hi,i appreciate your quick response,im quite new to unreal ,but im getting there ,my problem im having is ,i have the stag example bp in the map ,it attack,reacts ,runs away etc ,but wont take any damage when i shoot at it ,there is the blood animation when shot at ,but is invincible ,im sure its a simple ''get weapon to recognize ai to take damage'' ,sorry if its hard to understand
@DefuseStudios Жыл бұрын
This video covers that you’ll have to rewatch and make sure you haven’t missed anything. Specifically the parts with the apply damage nodes in the master weapon and projectiles.
@jimbobjones-n4t Жыл бұрын
@@DefuseStudios Thanks again for the reply,but ive checked each node in the blue prints and they match yours ,but i still cant damage the zombie or deer ,its the last step i need to get this going and its the biggest for some reason ,thanks again
@jimbobjones-n4t Жыл бұрын
Ok i have that fixed,just one thing i need ,when i compile ''BP_smartAIcomponent'' and ''BP_player activator'' all the nodes are '' invalid message node'' those two bp's wont compile and are causing issues.. thanks again :)
@tidexz9 ай бұрын
im getting this : Blueprint Runtime Error: "Accessed None trying to read property AI Manager". Node: Return Node Graph: Return AI Manager Settings Function: Return AI Manager Settings Blueprint: BP_SGKGameMode. everything else seems to be working, any ideas? :) after compiling inside BP_SGKGameMode i do get the green light aswell, but everytime i press play i get this error.
@DefuseStudios9 ай бұрын
You’ll need to recheck the code changes in the BP_SGKGamemode blueprint
@noaim9048 Жыл бұрын
My Zombie is not attacking or Chasing, something must be in the line of sight, but cant find any mistake, already looked it twice.
@DefuseStudios Жыл бұрын
Hi, you’ll need to recheck the steps the only thing required for the AI to react to a player character is the AI and Player tags that you need to add to the player character blueprint. If you have large box or sphere collisions in your level you’ll have to check its collision setting make sure it’s not blocking the visibility channel and its object type is not world dynamic or world static.
@boonztv3454 Жыл бұрын
Everything is work!.but ai don't attack my character😢😢😢
@DefuseStudios Жыл бұрын
Hi, then you need to recheck the steps make sure your player character has both the AI and Player tags. Only the aggressive AI and zombies will attack the player by default. You can change that behaviour by editing the default reactions in the AI character’s AI component there is more info on the reaction system in the documentation.
@r_e_d_squirrel3672 жыл бұрын
very nice tutorial. I actually did it right the first time!! thanks
@JemelWatson Жыл бұрын
Anyone know how to change the animations for the AI?
@DefuseStudios Жыл бұрын
There is a changing animations guide in the documentation.
@eastsidetropics7172 жыл бұрын
I am trying to customize the zombie character animations and movement and am having a very hard time with this, any help?
@DefuseStudios2 жыл бұрын
There’s guides for both changing animations and character mesh in the documentation.
@mulagraphics2 жыл бұрын
@@DefuseStudios Useless
@Wardenofthesky2 жыл бұрын
Hello defuse! What if I’ve already integrated SGK V2 with smart AI in ue4 before migrating to UE5. Do I still need to move BP AI manager interface and AI manager?? Thanks Also share me your discord link pls
@FreeD00M Жыл бұрын
Could they pickup player weapons and use them?
@DefuseStudios Жыл бұрын
No, the AI have their own weapon blueprints that include code needed for them to work with the AI
@azrhyga2 жыл бұрын
Very great tutorial!! Thanks for sharing it!!
@henry76962 ай бұрын
any generic migration guide? i dont have SGK
@DefuseStudios2 ай бұрын
Hi, Yes theres a video on that here. kzbin.info/www/bejne/sIa2qWqaiZl1oLM
@fredrikniemeyer8 ай бұрын
So Smart AI is not part of the package ?
@DefuseStudios8 ай бұрын
Hi, no it’s a separate asset.
@NikolaiTarkovsky2 жыл бұрын
4:41 ue4 does not have this line... =\\
@DefuseStudios2 жыл бұрын
If your talking about the dead ai collision setting ue4 does have those settings. The ue4 and ue5 versions of smart ai are exactly the same. Make sure you are definitely in the smart ai component blueprint when searching for the settings.
@NikolaiTarkovsky2 жыл бұрын
@@DefuseStudios after everything done in the lesson, it stopped displaying the backpack and adding items
@donvalette3589 Жыл бұрын
i do not have the get aimed node :(
@DefuseStudios Жыл бұрын
Hi, If you mean the Aimed boolean variable in the BP_MasterRangeWeapon you will have it. Its built into the blueprint and is used in many places in that blueprint. You can try unticking the Context Sensitive option in the right click search menu. Also make sure you are in the correct blueprint.
@Dominator-Cro2 ай бұрын
GOOD JOB
@doublesob5 ай бұрын
amazing
@JessicaMarinaRushie2 жыл бұрын
Thank you.
@bigd48252 жыл бұрын
Thanks!
@philiperibeiro7817 Жыл бұрын
PLEASE READ MY COMMENT !
@DefuseStudios Жыл бұрын
Make sure you followed the video correctly, I move 2 blueprints from smart ai folder to the survival game kit v2 folder. Also make sure your using the most upto date version of Survival Game Kit v2.
@philiperibeiro7817 Жыл бұрын
@@DefuseStudios I did everything the same but the error continues, take the tutorial and try to give "Package Project" there in your project! UATHelper: Packaging (Windows): LogWindows: Error: appError called: Assertion failed: bCustomPropertyListForPostConstructionInitialized [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp] [Line: 847] UATHelper: Packaging (Windows): LogWindows: Error: Assertion failed: bCustomPropertyListForPostConstructionInitialized [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp] [Line: 847] UATHelper: Packaging (Windows): LogWindows: Error: Custom Property List Not Initialized for /Game/SurvivalGameKitV2/Components/BP_MasterInventory.BP_MasterInventory_C