[UPDATED 5/16] A.I. Templates - Bot, Car, & +Flying AI

Hi Guys…Please can anyBody Provide me a tutorial for creating a " Car AI"…and also i want information that can we create CarAI project in 4.7.6 and 4.8.0

update :3 come on 4.8

It seems the AI is ignoring me ingame… i have a different mycharacter. How can i make my character be an enemy to the botai? He should attack me :c

update :3 come on 4.8.2

Vehicle AI doesn’t work at all :frowning:
Car just standing still and waiting for smth

Go into the “BTD_UpdateRoute” ai blueprint and delete the two nodes at the top with warnings on them. Then you must go to the “PerformConditionCheckAI” function in the same blueprint (top left I think) & *check *the “ReturnNode” “Return Value”. Credit must go to Houser :slight_smile:

I got it working on 4.8.

O most venerable L Newton, High Priest of the Order of Blueprints, Although well trained in the arts of Kismet, I come before thee as a young Padawan learner, seeking enlightenment :slight_smile: I´d like the ai cars in your Car AI template to stop for a given time after passing a level trigger, like a Stop sign or such. So, I turn to your knowledge in the Blueprint arts to guide me. Try not I will :slight_smile: Do instead …with your help…please? thanks n have a great day :wink:

No Unreal love ? :wink: Anyone…

Appreciate the work you’ve put into these . A big help. Thanks.

Indeed Gregotron, ´s contribuitions on vehicle AI are priceless since there isn´t any official info/ support by epic at point. (Epic ) is swamped with work, we know :slight_smile: . … Bowing in respect…

Awesome work, these templates are a great example of community development and how one person can make a difference! Thanks again.

Yeah, same here. I cannot change the AI to be my own character. Please, anyone can check it?

Nothing moving… and nobody cares :(((

the function is not in the same blueprint - you have to override it here from parent class.
works for me: 4.8.3 windos 7
thanks @ all!

the workaround: Go into the “BTD_UpdateRoute” ai blueprint and delete the two nodes at the top with warnings on them. Then OVERRIDE the “PerformConditionCheckAI” function in that same blueprint (from superclass) and check the “ReturnNode” “Return Value”. ue 4.8.3., win7x64

Hi,

I’m trying to set up the bot Ai through a migration process. I’ve think I’ve got most things set up, but for the life of me I cannot change the key values in the blackboard under the behaviour tree. Where am I going wrong? The boxes simply remain unchangeable.
Thanks

Full size image:

&stc=1&d=1441968226

Hi Guys,

I will make an update for all of soon. I will have an update soon for 4.9.

Thanks,

Great , thanks. Will be possible to use a different player to be chase by the enemy?

Thank you the car AI is going to be indispensable for the mega jam for myself.