Perceptive Ai In Unreal Engine

AI Perception, Behaviour Trees, and EQS

Last updated 2022-01-10 | 4.2

- In this series we will be learning how to implement a perceptive AI solution where the AI will sense you via sight and hearing
- We will also look at how to setup behavour trees and blackboard to react to the player
- with shooting mechanics and ability activations
- We will be using blueprint throughout
- and no C++ will be required to make this work

What you'll learn

In this series we will be learning how to implement a perceptive AI solution where the AI will sense you via sight and hearing
We will also look at how to setup behavour trees and blackboard to react to the player
with shooting mechanics and ability activations
We will be using blueprint throughout
and no C++ will be required to make this work

* Requirements

* A basic understanding of Unreal Engine will be helpful

Description

In this series I will be showing how to set up two different AI designs, one for a shooter experience, and one for a RPG style AI. We will cover blackboard and behaviour trees, EQS queries, and the AI perception component using sight, sound and damage stimuli.

The Shooter example will be a longer, slower example where we will explain everything as we go, and it will use sight and sound to give it elements of stealth AI, along with a working shooting system driven by the AI controller and it's behaviour tree.

The Magic AI example will be a more concise, straight to the point demonstration of a different way of working compared to the shooter example, and we will utilise sight and damage stimuli to make a reactionary AI who is able to heal, cast spells, and teleport away from the user using a EQS query. This series also includes a large overview of the EQS system and how to many of the tests work.

Who this course is for:

  • Unreal Engine developers looking to learn how to implement AI into their games, in particular AI which can see and hear and response to those stimuli

Course content

5 sections • 40 lectures

Getting Started Preview 02:45

02 - Meshes, Weapons, Class Basics (Branch FPS Setup) Preview 18:47

03 - Characters (Branch 3 - Character Setup) Preview 17:37

04 - Interfaces, State Enums (Branch 4 - States) Preview 10:12

05 - AI Controllers, Blackboards (Branch 5-Blackboards-And-States) Preview 22:11

06 - Player and Enemy Blueprints (Branch 06-World-Setup) Preview 08:02

07 - Perception Component (Branch 07-Perception-Component) Preview 21:23

08 - Perception Driving States (Branch 08-PerceptionLogic) Preview 22:38

09 - Behaviour Trees - Idle (Branch 09-BehaviourTree-Idle) Preview 23:43

10 - Behaviour Trees - Patrols Preview 23:02

11 - Animations Preview 26:37

12 - Behaviour Tree - Investigating Preview 27:18

13 - Behaviour Tree - Seeking Preview 13:41

14 - Behaviour Tree - Attacking/Firing Preview 28:35

15 - Tweaks, Bug fixes Preview 24:05

Introduction Preview 02:58

Setting up classes Preview 10:13

AI Interface Preview 09:19

State Functions Preview 08:36

Perception Component Preview 10:14

Perception Logic Preview 13:02

Setting up an Idle System Preview 17:23

Finishing Idles and Starting Patrolling Preview 14:49

Patrolling BP Preview 15:11

Investigation Preview 19:48

Seeking Preview 25:36

Attacking Part 1 Preview 16:11

Attacking Part 2 Preview 14:27

Attacking Part 3 Preview 18:34

Final Tweaks and Review Preview 07:10

Bonus - Aim At BB Entry Preview 03:15

Perception Preview 18:18

Blackboards and BT Services Preview 16:41

Spellcasting Preview 14:03

Ability System Mock-Up Preview 19:16

Ability System Tweaks Preview 04:57

Learning EQS, an Overview Preview 31:07

Teleporting with EQS Preview 12:02