Tic Toxic Studios - AI Controlled NPCs in Unreal Engine 5 - Part 2.

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Tic Toxic Studios

Tic Toxic Studios

Күн бұрын

Part 2 of AI Controlled NPCs in Unreal Engine. In this video we cover adding sight perception to your AI controlled NPCs and getting them to chase you if they see you.
Click here for part 1 : • Tic Toxic Studios - AI...
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00:00 - Intro
00:15 - Like and Subscribe
00:23 - Recap part 1
00:40 - Debugging Behavior Trees
01:32 - AI Sight
06:45 - Making a simple timer
07:48 - Upgraded Behavior Trees
09:40 - Behavior Tree Service
10:40 - Last known Location
13:00 - Does Path Exist and Outro

Пікірлер: 19
@wardredd6394
@wardredd6394 3 ай бұрын
Hey this is a great topic to cover many people just gloss over AI details. However you break everything down and make it easy for people that are new to UE5 to grasp.
@TicToxicStudios
@TicToxicStudios 3 ай бұрын
Thank you for the kind words! I’m hoping this series helps new developers (and veteran ones) more understand how and why everything works over just being shown one more example.
@wardredd6394
@wardredd6394 3 ай бұрын
very true I look forward to more of your content you make solid work@@TicToxicStudios
@Daronchic
@Daronchic 19 күн бұрын
Hey man, thanks for the lesson! You explain things better than many channels with millions of subscribers! It would be awesome to see a video from you about the EQS
@TicToxicStudios
@TicToxicStudios 19 күн бұрын
Thanks for the feedback. EQS is definitely on my to do list. I just need to work through it so that I can explain it the best way possible!
@etudenc
@etudenc 10 күн бұрын
Your videos are great, for their content and for how they're edited - very lean and to the point. Thanks for putting the extra time in!
@TicToxicStudios
@TicToxicStudios 8 күн бұрын
Thank you for the feedback! It’s a hard line to walk when trying to balance between “to the point” and “too fast to follow”. I’m glad the pace works for you and thank you for telling me! I hope I can keep the flow in my future videos and keep making them useful. All I can hope for is to make each video a little better than the last. Thanks for watching!
@etudenc
@etudenc 8 күн бұрын
@@TicToxicStudios looking forward to more content - already subscribed and will pass along the good word!
@Zer0tw0ii
@Zer0tw0ii 14 күн бұрын
Great tutorial i really like how you explain things!! hope you make more videos like this but with sound detection and more AI things to make the ULTIMIT AI smarter then my friends haha
@TicToxicStudios
@TicToxicStudios 8 күн бұрын
Glad you found this helpful! I could go forever just talking about AI and behavior trees, the more time you spend adding branches, the more lifelike they become. I will CERTAINLY go back and add more to these AI systems including sound detection along with a system to randomize tasks to make them more lifelike. Thanks for watching!
@Jesters-Jinx
@Jesters-Jinx 3 ай бұрын
Awesome. This is so good. A second follow up for hearing would be great. Maybe explain how stealthy tactics could be used?
@TicToxicStudios
@TicToxicStudios 3 ай бұрын
This is a great suggestion! This would pair well with crouching the player and controlling noise levels. Also external stimuli that make noise, like throwing a pebble to distract them or knocking a bottle over. Thank you for the feedback!
@Jesters-Jinx
@Jesters-Jinx 3 ай бұрын
@@TicToxicStudios that all would be awesome. I was thinking the whole time how I could do those. I think I could figure out smell for animals (putting together a action survival shooter like farcry) but sound seems a little more advanced.
@TicToxicStudios
@TicToxicStudios 3 ай бұрын
@Jesters-Jinx Smell could become very challenging since there isn't an AI perception already built in. I imagine a system like Red Dead Redemption 2 would be fun to build, but would be hard. I don't know if I would cover that in the future due to the potential complexity. (It could be easy... never tried it) I'd have to play around when I start on the ai sound part. Another great idea!
@williamquaresma2529
@williamquaresma2529 3 ай бұрын
how can i make a wall block his line of sight or hear noise behind a wall? i think that this would be a good part 3
@TicToxicStudios
@TicToxicStudios 3 ай бұрын
If that wall has visibility collision enabled (on by default in the blockall preset) the NPC shouldn’t be able to see through it.
@user-ny2by6xo1w
@user-ny2by6xo1w 3 ай бұрын
I have a query about nav bounds mesh. Can you make multiple navigation bounds and have them variable and particular. i.e. an example to try explain is (you have a villager who you want to walk around a town and maybe forage but you don't want them walking to the other side of the map and into a enemy camp. But a soldier you would possibly want them too.) Hope this makes sense. I am going to follow your tuts, personally you teaching style works for me👍
@TicToxicStudios
@TicToxicStudios 3 ай бұрын
This is an absolutely brilliant question! In unreal engine 4, this was a built in function. But it was SUPER performance heavy and wasn’t used. They got rid of it in UE5. Honestly, I hadn’t tried to find a solution. I will give it some time to try to find a solution and post a quick video about it when I come up with an answer! Thanks for the question and feedback!
@TicToxicStudios
@TicToxicStudios 3 ай бұрын
@user-ny2by6xo1w This question haunted me all day! I ended up making a video that I will edit in a day or two about this. Long story short, I couldn't find a way to use nav meshes easily. BUT I did find a lightweight way to do it. I'll post the solution soon!
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