Here it is. My computer didn’t copy the right URL. Here it is with the time. Unreal Engine 4 AI Behavior Tree & NavMesh - Part 1/5 - YouTube You have to go within the BotCharacter Class, create 2 Event Dispatchers. One named Enemy Found, another Enemy Lost. You drag these two events out in the Event Graph and select Event. Once you link these to your attack abilities you create within your character. The bot will activate them accordingly.
Will there be a chance to see a Tutorial on how you added the weapons and the actual attack functions? ![]()
Yes, most definitely! I just wanted to focus on AI so that the tutorial wouldn’t be too long. Were you able to resolve your problems getting the Bot to at least initiate the attack?
Oh awesome! and i have gotten to the point in the videos where you test it and it works, mine on the other hand does nothing (image is in the link below)
Can you expose your variables on the tree? It looks to be stuck on the walk.
Yeah if this is what you mean
So what is and what isn’t happening at this time.
Oh yeah sorry, and thank you for being so patient i am really not great with all this AI my first time trying it, in that screenshot that is when i have not simulated the game so before anything happens, and this one http://puu.sh/8NWBL.png is when the game is being simulated and the bot is in the level
Its okay Calcorso! It seems the Walk Isn’t finishing. Does it ever go past walk? If it doesn’t, do you have the Finish Execute in the Event Graph? If you do, are you casting your AI Controller Pawn to the Correct Bot. Is it possible the AI Controller Pawn is different than the one you’re casting to it causing it to get stuck.
nope it never makes it past that, http://puu.sh/8OQew.png i have finish execute there and it it casted to the correct bot, ohh im a tool i seen the things not connected and once i did that it moves past the walk speed and then gets stuck on finding route haha
Could you show me your BTT_botNextRoute, so that I can verify everything is connected appropriately!
is this the one you are looking for? http://puu.sh/8OXPr.png
Connect the first Branch false exec pin to Get All Actors of Class. Let me know where it gets stuck at next and take a screen of that Task. Thanks!
there is this http://puu.sh/8OYBq.jpg and when i simulate the AI still does not move and it flashes between these http://puu.sh/8OYIJ.png
Show me BTD_RouteUpdate - rest is looking good.
http://puu.sh/8P1UO.png i don’t quite know what but something does seem odd about this one
See where it says Finish Condition Check, change Allow Execution to true. Let me know whats happening next! Hopefully this is it haha.
yeah they are all flashing and being called to now but the only problem is although its finding the route and calling the update and move to the character is still not moving anywhere ![]()
Can you take another screen with everything running, include the information on the right.
Ah well i opened the engine again and now he moves to the first waypoint! yess but he stops at that one even though it’s checking where the others are ![]()