Hi again Unreal Community!
This new thread will be dedicated to AI project samples using Blueprint and Behavior trees. Update : 04/20/2017[SIZE=28px] (NEW)** [/SIZE]**
For new updates check out my website
[FONT=Comic Sans MS]I- A.I Examples Template:
AI Agents:
1. Turret:
• Detect the player within a certain range (Inside detection sphere) and rotate towards him
• Attacking he player if the Line Trace hits him
Two Attacks:
• Projectile : Instant Damage
• Electricity : Continuous Damage
2. Search Light:
• Patrolling randomly in the map
• Chasing and dropping bombs on the player
Damage type: Radial Damage
3. Robot:
• Patrolling between patrol points or randomly.
• When player is in sight, the robot can Chase, shoot and kill him.
• When a suspicious noise is heard, the robot will search for the suspect in differs location around noise location.
Damage type (Projectile): Instant Damage
Sensory systems
• Custom using a Sphere Collision + Line Trace for Turrets
• Pawn Sensing Component (Sight) for Search Lights
• AI Perception Component (Sight and Hearing) for Robots
AI Logic :
• For turrets the whole logic is in the Turret Blueprint
• For Search lights and Robots, the AI logic is build using AI Controllers, Blackboards, Behaviors Trees, Services, Tasks, Decorators…
[FONT=Comic Sans MS]II- Blueprint Only AI Samples :
AI Agents:
1. Guard:
• Patrolling between Target Points.
• When player is in sight, the guard can Chase, shoot and kill him.
Damage type (Projectile): Instant Damage
2. Search Light:
• Patrolling along a spline.
• Detecting and chasing the player
• Alerting the guard if the player is detected
Damage type: No Attack
Sensory systems
• Guard :
- Sight : Trigger Box + Line Trace
- Touch : Capsule Hit
• Search Light - Sight : Cone Mesh
AI Logic :
AI logic is located inside each agent Blueprint class
[FONT=Comic Sans MS]III- Patrolling AI using Timers :
A Simple Patrolling AI
Updated using Timers and a Custom Sensory system for enemy detection
[FONT=Comic Sans MS]IV- Vehicle AI Example :*** New -01/22/2018-***