Master the Art of AI Character Development in UE4
Table of Contents:
- Introduction
- Creating Iterations of Characters
- Setting up the Line of Sight Check
- Using Behavioral Trees for AI Movement
- Dealing with Personal Business
- Chasing Mechanism for AI Characters
- Adding a Detour Controller
- Region-Locked AI Proximity
- Using Box Collision for AOEs
- Dealing with Personal Issues
Introduction
Hey there! Welcome to the Mad Handhouse Discord Server. In this Tutorial, we'll be diving into Game development with Doug Teaches UE4 Mini Tutorials. Today, we'll focus on creating iterations of characters and implementing a chasing mechanism for AI characters. Please bear in mind that due to personal reasons, this tutorial will be relatively short, but we'll cover the basics and ensure you grasp the concepts. So, let's get started!
Creating Iterations of Characters
To begin, we need to create different iterations of characters. We'll start by duplicating the existing character and adjusting their positions. By holding down the ALT key, we can easily place the characters in our desired locations. It's crucial to ensure that these characters face away from the player to maintain proper functionality.
Setting up the Line of Sight Check
Now, let's establish a line of sight check for the characters. We want to ensure that if one character detects the player, anyone in a designated area should be able to see the player as well. To accomplish this, we'll implement a system where if a character sees the player, all characters within a specified area will also detect the player.
Using Behavioral Trees for AI Movement
Initially, we planned to incorporate behavioral trees for the AI movement. However, due to personal circumstances, we'll make refinements to this aspect later. For today's tutorial, we'll focus on the basic functionality without the advanced AI movement.
Dealing with Personal Business
Before we proceed, I must address a personal matter. Unfortunately, something distressing has occurred recently, impacting someone I know. Hence, this tutorial will be shorter than normal. I apologize for any inconvenience caused and appreciate your understanding.
Chasing Mechanism for AI Characters
Now, let's dive into the chasing mechanism for our AI characters. Currently, two AI characters are set to chase the player. To achieve this, we'll utilize a "get all actors of class" function to retrieve references to the AI characters. Then, we'll iterate through each reference and check if they are within a certain distance from the player. If they are, they will start chasing the player.
Adding a Detour Controller
To enhance the functionality of the AI characters, we need to add a detour controller. This controller allows the characters to differentiate between different scenarios and react accordingly. By implementing the detour controller, our AI characters will have more dynamic behavior.
Region-Locked AI Proximity
Another approach to detecting the player is by implementing a region-locked AI proximity system. This system calls for help based on the distance between AI characters. By defining a specific area, the AI characters will detect the player once they enter that region.
Using Box Collision for AOEs
Alternatively, we can utilize box collision for creating an area of effect (AOE) around the AI characters. This expands the proximity detection range, enabling AI characters to respond when the player enters the specified area. By implementing this system, we can fine-tune the interaction between AI characters.
Dealing with Personal Issues
Before concluding this tutorial, I want to share something personal. Unfortunately, a close friend of mine recently took his own life, which has had a significant impact on me. I apologize for any lack of enthusiasm or focus during this tutorial. It will take some time for me to come to terms with this loss, and I appreciate your understanding.
Thank you for joining me today, and I hope to see you in the next tutorial. Take Care and stay safe!
Highlights
- Learn how to create iterations of characters in a game development project
- Implement a line of sight check for AI Character detection
- Understand the basics of AI movement using behavioral trees
- Explore a chasing mechanism for AI characters
- Enhance AI character behavior with a detour controller
- Implement a region-locked AI proximity system
- Utilize box collision for area of effect (AOE) interactions
- Receive insights on dealing with personal issues during development
FAQ:
Q: Can I implement behavioral trees for AI movement later?
A: Yes, due to personal circumstances, we'll be making refinements to AI movement using behavioral trees in a future tutorial.
Q: What should I do if an AI character is not within the specified range?
A: If an AI character is not within range, it will continue to move towards the player's location while delaying for a short period before recalculating the movement.
Q: Are there alternative methods for AI player detection?
A: Yes, apart from the range-based detection approach, we also explored using a region-locked AI proximity system and box collision for area of effect (AOE) interactions.
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