Let's Build the RPG! - 48 – Introduction to AI and Behavior Trees in Unreal Engine 5

In this episode we begin working on an Artificial Intelligence (AI) character. This character will serve as our chief opponent; principal adversary in the game we're making in this series. This episode builds directly off of episode 45 where we take a Metahuman Creator character and bring that character into Unreal Engine, mapping the character to our ThirdPersonCharacter blueprint and animation structure. In this episode we'll create a brand-new AI controller, Blackboard, and Behavior Tree. We'll review the parts and pieces that go into AI design in Unreal Engine 5, and how they relate together. This will set us up for the next episode where we solve common AI navigational issues and begin to work on more sophisticated behavior. 00:00 Intro 00:12 Today's Goals, AI Framework, and Key Concepts 03:03 Preparation steps for AI Character 04:42 Creating and assigning new AI Controller 05:52 Final AI Character prep (cleaning up unnecessary stuff from AI character BP) 08:48 NavMesh setup 09:46 Placing AI Character into the world 10:09 Blackboard setup 13:01 Behavior Tree setup 17:27 Creating a new task to select patrol location and finishing behavior tree structure 18:49 Updating SelectPatrolLocation Task 21:55 AI Controller setup including AI perception 28:41 Final AI Character setup before testing 29:38 Behavior Tree LineOfSight decorator 31:17 Testing and Troubleshooting AI Behavior Trees 32:53 ISSUE FIX: AI character not animating properly when moving 35:05 ISSUE...

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