I love this guy. He is literally the only person that puts these out a the stuff works right with a first time go... I hope you keep putting out new content bro.
@kadirberkaygulec453916 күн бұрын
Hey, mates. If you have still issues about the ai follows the patrol path, instead of following the last know location, i added the last known location next to investigation sequence under selector with a new sequence and blackboard decorator. I set the bb key selector as lastknowlocation and observer aborts as both. Lastly, i added wait task and bttaskclearblackboardvalue task with bb key as lastknowlocation. Until now, it seems, it works. Hope it helps :)
@ratdreamsai6324 Жыл бұрын
This is a fantastic tutorial series - Thank you Ryan! I'm learning so much about NPC ai, and many tips!
@MrTeteX910 ай бұрын
This series is so much valuable for me ! Thanks a lot for this
@TrySpy9 ай бұрын
Absolute legend, AI has been a nightmare to learn, but these tutorials give me a great starting point to develop and explore from. Many thanks!
@Kinos141 Жыл бұрын
These are good tutorials, but I would like to see variables moved to Data Assets for designers to tweak. You can make a Blueprint Primary Data Asset with all the data, hook it into the BP, and use a data asset to update the variables.
@lmbits1047 Жыл бұрын
Thanks Ryan but I was expecting that you looked into the rotation issue in a minute as you said. Is that fix coming on another video?
@StoneHead97 Жыл бұрын
try adding a rotate to face BB entry TargetLocation in your behavior tree
@djtc2093 Жыл бұрын
@@StoneHead97 Could you send a screenshot of the code please
@Iamookek3 ай бұрын
Set your enemy NPC's Orient Rotation to Movement - true.
@luck02 Жыл бұрын
This is a great series, thanks!
@ImSim_CookАй бұрын
Yeah for some reason as soon as I leave the viewcone, the NPC prioritizes the next point in its patrol route over the predicted area
@heavenseek Жыл бұрын
Hi Ryan, may we get you to follow through 4:25 when you said: "Rotation is messed up but we can have a look at that in a minute"? This problem first appeared in Lesson #7.
@bogdangontar8957 Жыл бұрын
To whom it may concern, the issue seems to be with the patrol point Set Actor Rotation implementation. If the NPC enters a patrol point and starts rotating towards it and then the BT switches to a chase sequence, there is nothing to close the gate between the tick event and Set Actor Rotstion in the patrol point, which keeps the NPC trying to rotate. So close that gate if the patrol path gets interrupted (or, better, use some other way to rotate, like Set Focal Point for example)
@Iamookek3 ай бұрын
Set your enemy NPC's Orient Rotation to Movement - true.
@erth8096 Жыл бұрын
I gotta say this AI series is absolutely amazing. Thank you so much
@OriginRow Жыл бұрын
Please organise recent AI videos to AI playlist
@ultrim7752 ай бұрын
the thing is how you show in there the prediction system start but not ends after 1-2 sec a;0
@ahmetozan4754 Жыл бұрын
very good man
@Nathillien Жыл бұрын
Cool - but the problem with prediction is that the prediction location too often ends up inside a geometry or in general unreachable location and becomes in the best case scenario useless to AI or in worst case AI gets stuck. Trying to figure out the best way to fix the issue but every method has other issues. hmmm. Would be cool if instead of using players position, speed vector and time - a line trace is used as well to determine the prediction location.
@javacpp2525 Жыл бұрын
I solved this by using ProjectPointToNavigation node. Set a stimulus location as a Point and set a Query Extent to 300x300x300. Nav Data and Filter Class may be empty. If the returned value is true - use the returned Projected Location value as the next target location.
@omegalunatic8115 Жыл бұрын
I think an easier way to fix this is just increasing the acceptance radius so the ai doesn't get too close to said unreachable areas though I haven't tested it
@freyaniczdigitalartist2303 Жыл бұрын
@@javacpp2525 Thanks for this tip - works really well.
@graemepalmer230611 ай бұрын
@@javacpp2525 Great solution, thanks for the workaround!
@laddermane9945 Жыл бұрын
Awesome AI series. I've been working in UE5 for a while now but never quite touched the AI infrastructure. Can't wait to build from this.
@god_ozai82810 ай бұрын
Why is it that you follow these tutorials just a year later and suddenly things break, like why does my ai just forget the last know location and just go back to the patrol path as soon as it loses sight?
@turbulentheron....9 ай бұрын
I followed from the previous tutorial, for some reason now the AI does not see me anymore. It seems its just following its routine of patrol
@JonattanD9 ай бұрын
Did you connect the Sight and Sound senses back in the AI_NPC event graph?
@br86986 ай бұрын
I know this was two months ago and you may have already figured it out but I was able to get the AI to follow me after removing the Decorator in the BB to chase the player based on their scale.
@antlermind Жыл бұрын
How can I disable the patrol path? I'm having a bit of an issue with the NPC immediately returning to the patrol path after losing sight of the player, and want to disable the patrol path to see if that fixes the issue. Hopefully someone remembers how to disable it, as I do not. Thanks in advance :)
@antlermind Жыл бұрын
Nevermind, I suppose I can just disconnect that branch in the behavior tree. Problem is, when I do that, the NPC doesn't move at all unless he sees, hears, or gets touched by the player. What happened to the randommove? The world may never know.
@antlermind Жыл бұрын
Got it by disconnecting a couple other branches in the BT, man I feel like a dunce. That being said, the issue with the prediction, or maybe more likely the sight sense, is still there. The NPC immediately returns to its MoveToRandomLocation state after it reaches the player's last known location, without even a second's pause. Not sure why that is, if anyone has any ideas I would love to hear them! :)
@hayslegg8737 Жыл бұрын
@@antlermind Hey, here are some of the things I had to change/look into for this to work. 1. Make sure that your AIPerception actually has the AI Prediction Sense Config added. 2. In BT_NPC add the Sequence that lets your NPC move to the LastKnownLocation to the Roaming Sequence. Since TargetActor is None as soon as the NPC does not see you anymore it jumps into this Sequence, with the Decorator we added earlier in the tutorial. 3. You might want to add BTTask_ClearBlackboardValue for LastKnownLocation after he reached the predicted LastKnownLocation. Hope that helps.
@fearingalma1550 Жыл бұрын
@@hayslegg8737 I was encountering this exact issue and this fix got the perception to at least fire, but it keeps immediately falling back to patrol for reasons I can't explain.
@Charlie1776 Жыл бұрын
@@antlermind I solved this if you still need assistance.