UAIS Universal AI System

Thanks! bought it :slight_smile:

The new UAIS version 2.0.0 for multiplay is now availlable at the marketplace. This version also content a better run away mode and it work with the Unreal version 4.9.

Hi GAME3D, new vid showing off multiplayer? Iā€™m currently running v 4.8.3 due to complications w/ 4.9 upgrade:( will new features run for me?

Iā€™ve been looking at this, is there a way to set this up so that you can have enemy AI that actively hunts the player with difficulty level (basically path finding until player is in sight), with the highest difficulty being set to shortest path possible, easy-care-bear mode would be set to longest path possible?

Hi TechLord, unfortunatly, UAIS2 for 4.9 version is not compatible with 4.8 or older versions. It seems that they changed a lot in different classes. The only way i see, for your project, port it to 4.9. Or use the UAIS for 4.8 version. Then go trought all UAIS files and change the blueprint code to fit the UAIS2 version for ue4.9.

Basicaly UAIS is using the navigation Meshes. But you would need to add more functionality to the behavior tree and task system. The system, like it is now, check only the agro range. If a enemy get in that range, the ai start to run to the enemy, and fight him, if the attack range is reached. it have a patrool AI, walking to random locations around the spawn marker, as long no enemy get in agro range. So you would need to make a new AI typ, with the functionalyty you like to have. The AI would need to know that he want chase a enemy and what enemy, trought a longer radius.

May you could use the patrol AI setup, and make a large agro range of 300 metre, or some thing. If an enemy get in that range, he start to chase the enemy. This would work in the current version.

will there be more video explaining the process of getting this up and running for those of us who are new to AI programming? such as setting up a new character etc?

At moment only the documentation is explaining how to set up a new Bot character. www.game3d.ch/UAIS/UAIS_Docu.rtf
It is possible just to change the skeletal mesh and the animation bp, inside the bot character bp. Same should work for the player character in the demo character from the pack. You then make childs / instances from the Bot Character bp to get more Bots in the level. In the AI marker you then can setup what child of the bot character you want use. You may have to study, how the demo character animation bp is made. Most death handling and attacking with wepons.
if i get more time, i may make a video tutorial to show this. The Bot Character bp is a instance from the player character, and there are some functions overide, so it is more a Bot character without the player inputs. All other bots in the pack, are using childs from the Bot Character bp.

At least, i recomment, that you learn how characters and character animation work in ue4 and how they communicate with other bps like the AI bps are. The characters in the pack only are a simply example, how to get bots working with UAIS. It handle death and revive and it suport 2 different weapons for the bots.
The examble bot and also the character, using the same weapon system, melee and a fireball. the fireball could be a gun in the hand, and melee is melee, could be an cube and not sword. The AI system it self handle this 2 weapon systems in the bot character. If you make a own bot, you may would like to have 2 guns, then you would need to change that in your animations and animation bp, and using one of the bot weapon system to fire the attack.
So the best way to get familiar with UAIS, learn how the demo characters work inside the UAIS pack. The BPs are commented.

Thank you for this, Iā€™m still having trouble wrapping my head around even basic AI. I just bought it ā€“ with any luck this will help me get a leg up on things.

this looks really good! the only thing stopping me from buying right now is, can it be used with a FPS, cause my AI is a gun based AI and I would need to be able to have the npcs shoot guns,

It run also in FPS, depending your characters you setup to use with UAIS. You then can use the magic fireball to spawn a projectile at your characters gun. The fireball is also only a projectile. Same function can be used for guns easy, by using your own gun projectile, attached to the gun the bot hold in the hand. Cast to the botcharacter, then cast to the gun, you made, and spawn the new fireball/projectile at the fire or muzzle effect socket of your gun, instead of using the old fireball. You can do that in the botcharacter bp.

Are you still actively developing this?

Curious about the wave system you mentioned.

Also, can you spawn the ai using different spawners (like the BP Spawning Volumes asset).

Thanks

Yes, I still developing at UAIS, but time is my enemy at moment, so it will take some more time, before a new version will happen. But allways i make it compatible with new Engine versions.

The spawn marker let you setup different AI. For wave spawning it may would work, if you make a blue print, where you temporary spawn AI markers. But you must also handle the parameters for the spawn marker into this new bp. I donā€™t have try out this yet, but thats the idea behind.

Hey Game3D,

Great work on this system. I recently purchased it, and have been trying to figure out how to implement a different skeleton with animations. I know how to change the skeleton but I was wondering, can you explain a bit more in detail on where I would change which animation to play when bot is in attack range?

Hi GAMER3D. Stopping by to say thanks for new Compass!

YW:)

You will see more in near future. Implemented a Dialogue- and Dialogue AI action system to UAIS. you can setup a dialogue, directly in the AI marker, and let the AI do some thing, like follow you and prodect you, or follow you as escort to a place. Or switch to fight youā€¦ This system is easy expandable for more AI actions, once you understand the system, how it work.

deleted, about wrong place.

Try out to retarget the BotCharacter with your new character, also all the animations need to be retargeted. Sry for late respond:)

Hi !

I just bought it and itā€™s really cool but I was hoping you use the Pawn Sensing to detect enemies and I saw thatā€™s not the case.
I need to add a noise system to able enemies to detect my character (or other noise sources), do you have an idea how I can do that?
I think I have to send the information of the noise location and then tell the enemy to go there but I donā€™t know where I have to do this in the bot BP eventgraph :confused:

Thanks !

Hello,

Iā€™m not really familiar with the Pawn Sensing of UE4. So, i canā€™t tell you make it this way or a oder way. I will go deeper in this theme of Pawn Sensing, and if i know how i could implement it to UAIS, i will do so. At moment all the pawn dedection happen in the service bp of the AI tree.