Alright this might be a lot to ask but I want to know how could I make a system where if an enemy sees me it’ll run towards the player (or the player can go up to the enemy) and start a fight, but, the player can run away and eventually the enemy will stop following the player. Also how could I switch the animations to the fighting animations if a fight starts, and when its over switch back to the regular animations. (couple of examples: https://www.youtube.com/watch?v=td4BEDjE8lI&pp=ygUYcmFuZG9tIGVuY291bnRlcnMgeWFrdXph https://www.youtube.com/watch?v=2cWiSY8osx8&pp=ygUUeWFrdXphIGtpd2FtaSBmaWdodHM%3D https://www.youtube.com/watch?v=c3nKcaUqXII ) Thanks in advance.
My first thought would be probably behavior trees or state trees I’m not sure about the animations I’m sure there’s a way to change them in your animation blueprint or something but for the AI behavior you’ll want to look into one of the above options
You’ll have to do a LOT of research, but to trigger fight animations, you’ll want to have a flag/variable that let’s the character’s blueprint know that they are now engaged in a confrontation.
An example would be:
BP_Enemy → “Sees player?” (TRUE) → “Player in range?” (TRUE) → ATTACK!
ATTACK! → Set “Attacking player?” = TRUE
BP_Player: “Attacking Player?” = TRUE? (TRUE) → Set “Initiate Battle Stance?” = TRUE
ABP_ThirdPersonCharacter: State Machine → “Initiate Battle Stance?” (TRUE)
→ Run ANIMATION GRAPH logic for combat.
It’s worse than it sounds. You have a lot of work to do.
You can check out Matt Aspland:
Gorka:
And for an in-depth look at STATE MACHINES, Ryan Laley:
alr thanks for that! (love all 3 of those guys btw😭)
alr thanks! @Spacemarine658