In this presentation, Epic’s Paulo Souza uses UE’s built-in AI features to build smart enemy behaviors for a game with stealth-like mechanics. Using the Gameplay Framework in Unreal, we’re able to quickly create convincing AI using Behavior Trees.
https://dev.epicgames.com/community/learning/talks-and-demos/mvk/unreal-engine-ai-with-behavior-trees-unreal-engine
Hey, I know this is pretty old already but I’m following it right now and I’m struggling with the Alert States in the Enemy blueprint. Could you provide the starting project to make it more easy to follow the lesson?
I don’t know your exact struggle, but if it is “from the gecko”:
Alert States is an enum (every state is an element).
In Content Browser, right-click → Blueprint >> Enumeration
Add 3 enumerators (Neutral, Investigate, Alert… I made those)
Now you have access to that enum
Create on your enemy a variable of type Alert State (or any name you give that enum) and that’s it… you can set, get that variable like any other
I am just seeing this viedo. Everything works for me except the drone motion. When it moves it does not stay in the air at the same height. But it slowly descends until it reaches the ground. I have selected flying moviemnto. How can I solve it? Thank you