I got it to work! Everytime I spawned an Enemy AI 2 patrol points would spawn with it, I just used the Instigator and set it to self on spawn then checked in BotNextRoute Thanks!
That’s an excellent idea, I will have to remember that! Thank you!
I just released it
Flying A.I. Project (Version 4.6.1): Download!](FlyAI)
https://youtube.com/watch?v=xjAKqioNZaE
https://youtube.com/watch?v=smCSAHaV14Y
You may notice the current flying AI is modified, but everything is the same just cleaned up and organized into sections. My current plan is to optimize what has been done, and get a fine balance between the two options. Possibly explore different ways to expand on what we have now without getting too complex. The worry is that because something like can only be optimized so much regardless as it requires the resources it needs unless other more effective solutions are suggested and implemented!
My plan for specific Project isn’t to take it any further than the Collision Avoidance, Object Avoidance and Neighbor Avoidance. is because more complicated Flying AI would work differently, in the sense that I would use Behavior Tree for Task, FSM for States, and a Planner for Pathing. Some of the systems we explore here will be transferred to these more advance A.I., and that is particularly why I feel I want to cover the thought process as I go because I will be using different solutions to create my desired Flying A.I.
My current plans are to release more videos on Flying A.I. over the past week. I have some new changes to the A.I. projects that I would like to show that covers Finite State Machine Methodologies in Behavior Trees. That being said, there is certain limitations with FSM but I feel its important to cover it for its strengths and weaknesses. Or for the few like me who just want to experience the struggle with complex FSM(or at least that’s what I’ve read) and have that understanding. For now I’m going to go through the current projects and update the code & add notation on the blueprint itself for those who read the blueprint. I’m trying to make sure nothing is left behind in that everything is taken care of. If you notice anything missing after the updates please don’t hesitate to let me know! Thanks for your time and understanding!
Very good work and thanks so much for releasing the flying AI tutorial and project to us! I haven’t looked into your setup yet, but I’m looking forward to it, and I’m sure it will be a great help to many people (myself definitely included)
Thanks again!
Beyond impressive! I can’t wait to test in my flying project. Thank you very much!
Thanks I hope it at least gets people on the right track
Let me know how works for your project. The strengths and weaknesses! The feedback helps and its welcomed
Hey ,
First off let me say thanks for your great tutorials!
Second, a question. Is the current state of AI within the engine robust enough to handle -like behaviorsEDIT: To clarify, for a novice to learn how to implement. I’m sure it’s possible? I’m in the process of creating a top-down shooter with lots of AI interaction both friendly and enemy, I’ve reached the point in my game where I really need to get the AI behaviors in place.
I’ve got a very simple random move to BT setup for testing purposes and was wondering if you could recommend the next step for me!
Anyways, thanks so much for your time and knowledge.
Regards.
Hi bokuden,
I have been able to create behavior in UE4 and plan to expand on it. If you look at my first post, I show and provide examples on getting a really basic together which follows a formation. The idea is that I can have the AI follow each other in a loose group, or follow in formation similar to RTS games.
What you need to setup is a way for your AI to understand who is the leader, and who is part of what . isn’t easily explained but the gist of it is that your leader projects points based on its location for your squads to follow. Then your members constantly try to move to the location the leader has specified for that follower. If you download the project, you can take some to digest whats going on.
Thanks,
i really need help with “directors cut” style of camera if you played the bourne game is how i want it i making a full fledged game so i need help
Is it easy to make work in a 2D project? Gonna look up later tonight. Thanks
Yes you could use to your advantage. I’m using simple direction math to calculate the input to steer the ship. The only thing you would have to remake is the way it avoids objects. wouldn’t be too difficult and if you’re interested in learning more about . I can share some details that could help you.
WOOO!,
L. Newton
Love your work! Do you plan on making a tutorial for the AI avoidance? I’m making a racing game for a school project and I want to get my cars to avoid obstacles and each other.
So it would be really nice if you make a tutorial for .
Cheers!
Thank you very much for these templates, they are really very useful and im still studying them
I wanted to make the following question:
It is normal for the Flying AI Template a really intensive use of resources?
I am testing with arround 8-10 ships roaming arround and occasionally have peaks drop of about 40 fps.
Again I appreciate all effort and the help you offer to the community.
Sorry for my English!
.-
Hi ,
Its possible yes! I did not optimize everything for production. Everything I’ve created is proof of concept, so it must be taken with caution.
Big things that are weighing on the frames would be particles, box collisions, text render actors, lights, and shadows from these things. Visually its intense because I created it with recording in mind, but script wise it should function well enough. I will take my own strides to improve but I can’t make a delivery at time.
Hi !
I’ve updated the post with updated AI Project. Now with 4.7 & 4.6.1!
Hi , thanks for sharing! However the AI car doesn’t move in a packaged build: how do you make it work when you launch the game out of the editor please? Thank you in advance for your help!
I’m incorporating flying insects in my game. They will buzz around until the player gets close. Then some will move close enough to the player for a melee attack and some will move to a certain distance and then shoot a projectile at the player.
Is that hard to implement?
is awesome! Thanks!
Please Car A.I For version 4.7.2
Is Necessary
I agree, I’d greatly appreciate .
But anyway, great work.