How would i have it so the ai tries to reach the player on foot, but if the player is in an unreachable location it will approach within a certain distance and then attempt to fly to the player?
The toolkit is amazing, the best asset on store for sure. The flying enemy has a big bug which is making this type of enemy useless for me. As soon as i hide from the flying enemy, the AI starts going out of the map as in it just starts flying outwards indefinitely. I can provide a video if needed in case if you havnt heard of this bug before.
Thanks! Feel free to send a video. But it sounds like it's a similar issue to when there is something inside the NPC blocking the visibility channel. The AI uses visibility to avoid obstacles so if something inside it is blocking that, it will go haywire
Amazing tut, thanks! one question though...when the bat/enemy flies and if i set the enemy behavior to flee on fly....it feels while flying but touching the ground...doesn't take random height into account while flying, any help with that would be appreciated!
Hi.. #1: is this Multiplayer Replicated?.., and #2: does it work if I use this video to put it in your Unreal Marketplace Project Called: " AI Behavior Toolkit "?.., and #3: after I put it in will it be also multiplayer replicated there in that Project together?.. and #4: can I use a UE5 mannequin character with it?.. and #5: lastly will it be able to use all of the other features of the " AI Behavior Toolkit "? Thanks In Advance..
is it possible to change behaviours on runtime? Lets say AI is friendly towards player, but after choosing x action on the game storyline, then that same AI turns aggro to player?
You can manually call "Change Behavior" function using your NPC's behavior component anytime. If you want to modify some behavior settings during runtime, you can also do that.
Hi.. Guess I have asked my previous questions the incorrect way.. so allow me to re-ask them the correct way below?..: Question #1: If I use this videos tutorial of getting flying characters to be in your Unreal Marketplace Project Called: " AI Behavior Toolkit ".. Does it mean that since you said it will also now be able to use all of the functions and features that the other characters have.. does it mean that it can fly and attack other AI and Players now after I use this video tutorial to make it fly? Question #2: and after that is all put in can I make it an UE5 Mannequin Character as That Flying AI that can Use The Functions to Attack Other AI and Players, and do all of the other functions too? Question #3: and Lastly after all of that is done will it still be Multiplayer Replicated? I just have to ask to be clear I am Asking you the correct right way. Thanks In Advance..😀
#1: If you make the example AIs in the toolkit fly, then yes they will use the existing settings too like attacking, etc. All the features in the toolkit aren't specific to just one AI. They can all be used. #2: Yeah you can use whatever mesh you want. It's just a mesh and animation and doesn't affect whether it flies or not. #3: Yes it's still replicated.
Would swimming be something that could be concocted from the flying to walking, and visa versa, where it would be about changing the Z ceiling to the water surface and allow the "flight" to happen below 0 on the Z, then walking above? This would be for standard humanoid NPCs.
Sorry for the late reply. That is correct. The flying and swimming behaviors are fundamentally the same. You want the ceiling to be whatever the water height limit is.
Amazing! How to set up the Bat Behavior Tree? Thanks a lot!
Hey man, ur tutorials are really good. thank you very much for all the work. your toolkit is amazing.
Any chance you could showcase an updated video on how the cover system works for a shooter type of game?
Cheers!
It doenst have the BT_FlyingAI i cant find it in the BehaviorTree Folder just BT_GenericAI
@@AsGLeagueStudios its in the Flying AI example folder. You can just search for it in the entire content too
How would i have it so the ai tries to reach the player on foot, but if the player is in an unreachable location it will approach within a certain distance and then attempt to fly to the player?
The toolkit is amazing, the best asset on store for sure. The flying enemy has a big bug which is making this type of enemy useless for me. As soon as i hide from the flying enemy, the AI starts going out of the map as in it just starts flying outwards indefinitely. I can provide a video if needed in case if you havnt heard of this bug before.
Thanks! Feel free to send a video. But it sounds like it's a similar issue to when there is something inside the NPC blocking the visibility channel. The AI uses visibility to avoid obstacles so if something inside it is blocking that, it will go haywire
Does it have flying pathfinding feature? Like if I block the animal while it’s flying can he dynamically find another way?
Love the new tutorials. Any chance you would do one pertaining to how one would implement player stealth?
Thanks! I'm actually updating the toolkit to include a stealth game example.
Amazing tut, thanks! one question though...when the bat/enemy flies and if i set the enemy behavior to flee on fly....it feels while flying but touching the ground...doesn't take random height into account while flying, any help with that would be appreciated!
same.
Hi.. #1: is this Multiplayer Replicated?.., and #2: does it work if I use this video to put it in your Unreal Marketplace Project Called: " AI Behavior Toolkit "?.., and #3: after I put it in will it be also multiplayer replicated there in that Project together?.. and #4: can I use a UE5 mannequin character with it?.. and #5: lastly will it be able to use all of the other features of the " AI Behavior Toolkit "? Thanks In Advance..
Hi there! Yes to all of that.
@@DrixUnreal 😀thanks.. that's just what I wanted to hear..
is it possible to change behaviours on runtime? Lets say AI is friendly towards player, but after choosing x action on the game storyline, then that same AI turns aggro to player?
You can manually call "Change Behavior" function using your NPC's behavior component anytime. If you want to modify some behavior settings during runtime, you can also do that.
Hi.. Guess I have asked my previous questions the incorrect way.. so allow me to re-ask them the correct way below?..:
Question #1: If I use this videos tutorial of getting flying characters to be in your Unreal Marketplace Project Called: " AI Behavior Toolkit ".. Does it mean that since you said it will also now be able to use all of the functions and features that the other characters have.. does it mean that it can fly and attack other AI and Players now after I use this video tutorial to make it fly?
Question #2: and after that is all put in can I make it an UE5 Mannequin Character as That Flying AI that can Use The Functions to Attack Other AI and Players, and do all of the other functions too?
Question #3: and Lastly after all of that is done will it still be Multiplayer Replicated?
I just have to ask to be clear I am Asking you the correct right way.
Thanks In Advance..😀
#1: If you make the example AIs in the toolkit fly, then yes they will use the existing settings too like attacking, etc. All the features in the toolkit aren't specific to just one AI. They can all be used.
#2: Yeah you can use whatever mesh you want. It's just a mesh and animation and doesn't affect whether it flies or not.
#3: Yes it's still replicated.
thanks , god bless you🌺
just look like he's walking upstairs
Awesome tutorial!!
Would swimming be something that could be concocted from the flying to walking, and visa versa, where it would be about changing the Z ceiling to the water surface and allow the "flight" to happen below 0 on the Z, then walking above? This would be for standard humanoid NPCs.
Sorry for the late reply. That is correct. The flying and swimming behaviors are fundamentally the same. You want the ceiling to be whatever the water height limit is.