Is there an easy way to set up bots with simple AI?

Hi guys!

In UDK we could quite easily use the actor factory to spawn simple enemies/pawns in our levels, but since Kismet is now gone (R.I.P.), is there an easy way to set up a similar thing using blueprints? I want to spawn enemies from a variety of spawnpoints in my level & want these to be able to spot the player, run towards the him/her and attack. I checked out the shooter example, but that setup seems a tad too complex for my brain to understand, so if anyone got a supersimple way of doing it, I would love to hear about it.

Could anyone point me in the right direction here?

All the best,

Roald

Ok. So I got a very, very, very basic setup with a box running around a simple scene, so if anyone wants to give feedback and/or tips for a better setup, please share your experiences :slight_smile:

Here is a small video showing how it works:

And here are the level navmesh and level blueprint:

That’s a really cool solution! We do have documentation being put together right now for the Behavior Tree and AI in general. Until that comes out, I would suggest looking into these threads:

I hope that this helps! Cheers!

helo. i cant place cast to aicontroller. i have to update or smthin?

solved. sry

How did you solve it?

It’s a context sensitive node. In order to get it, you have to drag off of the blue pin on the “Get Controller” then it will be available to search for. I hope this helps!

Is your bot class a pawn or a character? I tried to implement what you have with a pawn that is just a sphere mesh, but it doesn’t move. I can see that the execution loop is running as intended, but the sphere is just not moving. I’m trying to implement it on the 3rd person template map. I did leave out one of the sets of delays and move to actors, but I don’t think that that matters in this case.

I am very new to this, so I could be missing something that you felt was obvious, but at this point nothing is obvious to me. Thanks for any help!

As far as I know, you must base your blueprint on the character class to get proper movement. Im not sure why they havent implemented the same stuff into the pawn class, but try to use the character class & it should work :slight_smile: