Creating AI with Behavior States in Unreal Engine 4
Perceptive AI behavior is a hallmark of a good gameplay experience. This course will show you how behavior states can be used by the game designer to create AI that reacts dynamically to player behavior in their environment. Software required: Unreal Engine 4.12
What you'll learn
Enemy characters exhibiting believable reactions to the player and their environment in video games is the hallmark of a good play experience. How can this be achieved in a way that works in any gameplay space? In this course, Creating AI with Behavior States in Unreal Engine 4, you will learn how to use the power of Perception, Awareness, and Behavior States to create AI that add to fun game scenarios. You will learn how to create an awareness system that can be adjusted easily to tune the difficulty of enemy encounters. The common AAA development practice of defining predetermined search and patrol areas in-game will also be covered, as will the implementation of AI VO feedback systems and solid debugging techniques to easily read AI stats. An addition of a tactical camera system will even be shown to easily observe your AI in any situation regardless of the game situation. At the conclusion of the course, you will thoroughly understand this AAA approach to enemy encounters in combat and stealth games. Software required: Unreal Engine 4.12
Table of contents
- Version Check 0m
- Designing an Enemy AI 8m
- Adding Input Actions for Player Movement 7m
- Implementing Player Movement Modes 10m
- Adding a Tactical Camera Mode 10m
- Swapping Between Tactical Cameras 9m
- Adding Input Actions for the Tactical Camera 8m
- Implementing Tactical Camera Zoom 9m
- Toggling the Tactical Camera Between Characters 13m
- Creating the State Machine Framework in Behavior Tree 9m
- Gathering Stimuli Data with the Perception Updated Event 12m
- Check for New Stimulus within the Perception Data 9m
- Creating Looping Events for Adding Awareness 7m
- Setting Awareness Variables and Adding Awareness by Sense 8m
- Adding Awareness by Hearing Based on AI State 8m
- Initializing the Awareness System and Blackboard Keys 6m
- Setting the State Based on Awareness 9m
- Transitioning the AI State and Tracking Escalation 9m
- Creating Looping Event Checks for Awareness Cooldown 11m
- Cooling Down Awareness with a Timer Function 8m
- Setting up a Stat Debugger and Testing the Basic Awareness 8m
- Creating the Patrol Point Actor Class 7m
- Creating the Patrol Path Actor Class 10m
- Improving the Patrol Path Construction Script for Design 10m
- Adding Patrolling State Branches to the Behavior Tree 5m
- Implementing Patrol Movement in the Patrol Task 10m
- Implementing Patrol Point Loops in the Patrol Task 5m
- Creating the Patrol Facing Service 6m
- Creating the Wait on Patrol Task and Testing State Behavior 9m
- Creating the Search Point Actor Class 11m
- Using Search Point Actors in the Game Level 6m
- The Searching State in the Behavior Tree 8m
- Creating the Move to Stimulus Task 9m
- Finding the Nearest Search Point to the Enemy AI 10m
- Creating the Move to Search Point Task 7m
- Simulating a Search Area Using Search Sub Points 10m
- Implementing Cooldown and Testing the Searching State in Game 7m