AI Toolkit - Distracting the AI with Sound

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  • Опубликовано: 21 окт 2024

Комментарии • 14

  • @DrixUnreal
    @DrixUnreal  3 года назад +3

    As of UE4 version 4.27, the Instigator parameter from Send Area Message needs to be valid in order for this to work. Simply connecting "Self" to the Instigator should solve any issues.

  • @victorribeiro8852
    @victorribeiro8852 Год назад

    the best channel I've found so far, great explanation and easy to understand, thanks for sharing your knowledge about AI

  • @masonmids
    @masonmids 4 года назад +2

    how do i get your behavior trigger component?

  • @antonio_707
    @antonio_707 4 года назад +1

    Thanks for this! These videos are so helpful

  • @edgesvideogames5582
    @edgesvideogames5582 3 года назад

    Well this by itself wouldn't work very well for a proper stealth game. Reason being if the object hits a place where there is no navmesh (e.g. inside a building there are chairs on the floor they would remove navmesh around them), the investigate state gets bugged out. Also, if you are inside a building on the ground floor and if you hit the ceiling, the AI monster would actually move onto the upper floor instead of investigating the same floor where the object was hit. The way i am getting around this is, when the throwing object hits somewhere, it casts a ray downward on the floor and gets a random point in navigable radius around the hit point so the AI can move there.

  • @lz4090
    @lz4090 3 года назад

    Nice stuff. How would you go about the AI reacting the sounds like footprints like you can set a radius around you that it can hear you? thank you

    • @DrixUnreal
      @DrixUnreal  3 года назад +2

      Almost the same way in the video. You call "Send Area Message" from your player blueprint whenever your player moves. Or you can call it in your player's anim blueprint with anim notifies.

  • @ShalowRecord
    @ShalowRecord 4 года назад

    you should do a tutorial the bases of sounds. Like idle sound, or flee sound ect

  • @maths1194
    @maths1194 3 года назад

    Hi Thanks for this plugin. I would like to know how we can create a box trigger into the "FOLLOW STATE"(example in order that as soon as the player enter a box trigger, the follow state starts?

    • @DrixUnreal
      @DrixUnreal  3 года назад

      I replied to your email. Thanks!

  • @morpex__x
    @morpex__x 4 года назад

    Why does the AI not disappear after death ?

    • @DrixUnreal
      @DrixUnreal  4 года назад +1

      By default, the AI goes ragdoll when it dies. You can simply add "Destroy Actor" in the BP_NPC_Base if you want it to disappear.

    • @morpex__x
      @morpex__x 4 года назад

      @@DrixUnreal Thanks for the answer!)