FIXED!!! for everyone with the regular "they dont chase me" problem. Something he doesnt cover in the video is that you most likely need to place a 'Nav Mesh bounds Volume', this will tell the game where the character can patrol in. Search for in in place actors, place one in your level and in the details go to brush and scale it using that, not using the regular scale parameters we always use. HOPE THIS HELPS!
@@jonnyk402 look at 7:42 in the place actors tab there is volumes with in volume look for Nav Mesh bounds Volume it is all one word like this NavMeshboundsVolume
@@MattAspland I wonder if you can add different enemy classes also to this code like Regular, Medium, Champion Classes of Different enemy Types, an also enemy levels as well. And also set the density level of the spawn to scatter the enemies. But there also has to be a cap limit to the spawn as you can't have too many enemies on the screen spawning at once. Or you can add an array to spawn different enemy class types within the group. There's also the other type where that you put the spawn enemy group into the level and it only spawns in an enemy group when you come into the FOV camera view range (Sacred 2) they fade into view so you can have enemy groups appear randomly around you in the map as you move the player through the area.
Hey mate, I've followed the tutorial exactly but my enemies spawn one by one whatever I do. Why could this be? Cheers, top notch content! EDIT: If you are also having this problem with your custom enemies, be sure to set the Collision Handling Override inside the spawner to be "Try adjust location but always spawn" instead of "Default". This fixed it for me, again thanks for the video!
seriously a gem of a channel, so much info for us beginners (: is there anyway you could make a video/point me in the right direction of the prop way to setup a weapon master class that i could base other weapons on, having different stats like damage,rpm,range,recoil things like that
Some additions to this that could be cool would be: AI spawn locations with a player distance check, so they don't spawn right next to the player. A wave highscore counter?
Awesome and entertaining tutorial and thank you for sharing your knowledge, maybe for the next videos you can make a tutorial on how to create a cinematic or sequence to start a game for example when the player rises from the ground and already takes control of one of the player, greetings and good tutorial!
You always post just what we need :) Although, I am struggling with a certain issue. For my game I want a player who's in a top down view that can spawn enemies for other players to fight. I have everything working but the enemies always spawn at 0, 0, 0. I've tried getting it so they spawn where the player is or where the cursor currently is, but nothing seems to work, do you have any idea where I'm going wrong?
Hey Matt great video! I was wondering how you would make it so the waves stop spawning after a certain point. Like say, you kill 5 waves of enemies, the spawner stops? Thank you
I would also like to know! Been looking all over google and Unreal to find a solution to a Tower Defense where enemies stop spawning and the level/game ends.
thanks per usual! this will be handy for sure :) do you think you could do a tutorial on making custom shaped health bars? maybe even just simple circular ones
Can you please test this along as you go, like first set up the enemy ai and show now this is following the player. Then go on to the next steps. That way we can get an idea that some functionality is working and it's easy to map the functionality of what happens and when it happens. When you do the whole thing at once and show the end result it feels like magic and can be hard to follow for some. Just an opinion on how you can improve.
Hi, Matt! Thanks for doing a great job. Do you happen to know any simple way to make a fog of war feature in UE? I feel like this topic is not really covered in any tutorials I found on YT, even though it seems to be a pretty basic feature seen in many, many games.
It could cause that yeah, this would be different for each PC, the complexity of the AI, and the number of AI too. You could maybe have a limit to the amount that spawn at a certain point, and instead increase their health instead of the number of AI spawning once you reach the limit.
Wow this is cool! I have a problem though, my enemy AI is in a crawling position but in the Character class you can't rotate the capsule component, the capsule an only be vertical, awesome video though:)
Thanks a lot man, and if you select the capsule component, you can change the capsule radius and half height to get it working better for you. Or you could rotate the mesh instead of the capsule component, and then rotate the whole actor to look correct.
How could you put a cap on the amount of enemies? As in, once it hits 20, it only spawns 20 ai each wave going forward? That way you don't eventually start spawning 1000000000000000000 ai at once
Hey I loved this video and it helped a lot, but was just wondering how I could make them run a behaviour tree instead of just chasing the Character? I already had a behaviour tree set up for my original NPC_Enemy and he would walk around searching for me and then when he sees me he would run and chase me. Now he only runs to random locations and doesn't register Can See Player and chase me anymore?
I dont think anyone will reply to this, but ive encountered an issue. I kill my enemies with a projectile, the one placed in the level works and dies easily, but the spawned ones dont take damage and dont die, any suggestions?
Will this work for VR? if and how can i make it so i can kill the enemies with my axe for example Edit: i did the exact same thing, and i did put my VRGAMEMODE In, but the enemyAI still doesnt work
Wondering if anyone were to see this comment, but just curious is it possible that if each wave can have a certain delay for example Wave 1 > 30s pause (Free roam) > Wave 2
First of all thank you for this great work ❤❤ 😥 I have been searching for a long time for How can i make ghost catch the player Then the video ( jumpscare ) play like this games 1- Pacify 2- Devour I hope you can help me in One of your Tutorial 😏😊
I have triple-checked but the enemies don't move after I cast to game mode and it in simulation it stops there. if I don't cast to game mode or use the increments and stuff every thing works fine. can anyone please help. I have tried nav mesh. Thanks in advance !
Okay, tell me what if there was 500 Horde Npc's? You didn't Perform any optimization at all. Please Make a Video about How to optimize npc's so that (500 Npc's) they can be view In a single scene without frame Loss.
how tf u make an enemy cuz im trying to duplicate the thirdperson character and move himinto his own folder but i cant and yhow do u change is color this isd all important stuff u think would be ina tutorial
It all depends on the PC specs, complexity of AI, and the amount spawned. But it should be able to handle a fair amount. If it gets too laggy at any point, you could limit the amount of AI that spawn, and then increase their health and damage etc instead
Is there a way I can do this without using the "game mode" bp? - For a project on uni coursework as i cannot edit the game mode bp's is all. Thanks in advance anybody :D
FIXED!!! for everyone with the regular "they dont chase me" problem. Something he doesnt cover in the video is that you most likely need to place a 'Nav Mesh bounds Volume', this will tell the game where the character can patrol in. Search for in in place actors, place one in your level and in the details go to brush and scale it using that, not using the regular scale parameters we always use. HOPE THIS HELPS!
I cant find Nav Mesh Bounds Volume any tips?
@@jonnyk402 look at 7:42 in the place actors tab there is volumes with in volume look for Nav Mesh bounds Volume it is all one word like this NavMeshboundsVolume
@Grog Is the AI controller set?
Bro has a tutorial for everything. I thought I'd be on my own for this but here you are lol
Now I can finally add a horde mode into my game pogging irl
That's great to hear man
@@MattAspland I wonder if you can add different enemy classes also to this code like Regular, Medium, Champion Classes of Different enemy Types, an also enemy levels as well. And also set the density level of the spawn to scatter the enemies. But there also has to be a cap limit to the spawn as you can't have too many enemies on the screen spawning at once. Or you can add an array to spawn different enemy class types within the group.
There's also the other type where that you put the spawn enemy group into the level and it only spawns in an enemy group when you come into the FOV camera view range (Sacred 2) they fade into view so you can have enemy groups appear randomly around you in the map as
you move the player through the area.
Hey mate, I've followed the tutorial exactly but my enemies spawn one by one whatever I do. Why could this be? Cheers, top notch content!
EDIT: If you are also having this problem with your custom enemies, be sure to set the Collision Handling Override inside the spawner to be "Try adjust location but always spawn" instead of "Default". This fixed it for me, again thanks for the video!
Thank you 💕
Hungry for more tutorial from you
You make things look easy
Always happy to help mate!
Very nice, I can see a lot of people using this!
Good job :3
Thanks a lot!
@@MattAspland You're very welcome!
I literally need this, thank you Matt!
Great to hear man!
This was what i need in my game. Thanks dude, right in time.
That's great to hear man, happy to help! :)
seriously a gem of a channel, so much info for us beginners (: is there anyway you could make a video/point me in the right direction of the prop way to setup a weapon master class that i could base other weapons on, having different stats like damage,rpm,range,recoil things like that
Some additions to this that could be cool would be:
AI spawn locations with a player distance check, so they don't spawn right next to the player.
A wave highscore counter?
Id be interested in a score counter as well
You can read minds for sure bro :)
very useful channel that has helped me with my course 👍 great content
Another great tutorial Matt!
Nice and clean tutorial bro!Thankss for this :3
Another helpful tutorial. Keep it up!
Thanks a lot Steve!
Nothing short of amazing!
Awesome and entertaining tutorial and thank you for sharing your knowledge, maybe for the next videos you can make a tutorial on how to create a cinematic or sequence to start a game for example when the player rises from the ground and already takes control of one of the player, greetings and good tutorial!
Niceee
Thank you Matt!
You always post just what we need :)
Although, I am struggling with a certain issue. For my game I want a player who's in a top down view that can spawn enemies for other players to fight. I have everything working but the enemies always spawn at 0, 0, 0. I've tried getting it so they spawn where the player is or where the cursor currently is, but nothing seems to work, do you have any idea where I'm going wrong?
Hey Matt great video! I was wondering how you would make it so the waves stop spawning after a certain point. Like say, you kill 5 waves of enemies, the spawner stops? Thank you
I would also like to know! Been looking all over google and Unreal to find a solution to a Tower Defense where enemies stop spawning and the level/game ends.
@@TuckAndRun with a boolean, once it checks if the enemies are 0, also make a counter to count up each round, once you get to 5 stop it there
i really need this,thanks matt here like for you
thanks per usual! this will be handy for sure :) do you think you could do a tutorial on making custom shaped health bars? maybe even just simple circular ones
Happy to help Ada! :)
And I think this video might help you out! :)
ruclips.net/video/uTP116pbdAg/видео.html
How they will colide to the character and attack him and also how to change there mannequin.
Hey, what do you mean by that?
And to change the mesh you can open up the AI blueprint, select mesh, and choose your new one you want to add
@@MattAspland thanks
@@MattAspland can you make a video on enemy ai system and also there animation in ue4
Can you please test this along as you go, like first set up the enemy ai and show now this is following the player. Then go on to the next steps. That way we can get an idea that some functionality is working and it's easy to map the functionality of what happens and when it happens. When you do the whole thing at once and show the end result it feels like magic and can be hard to follow for some. Just an opinion on how you can improve.
Hi, Matt! Thanks for doing a great job. Do you happen to know any simple way to make a fog of war feature in UE? I feel like this topic is not really covered in any tutorials I found on YT, even though it seems to be a pretty basic feature seen in many, many games.
Idk why my dispatcher is not firing the event so the enemies are not spawning (I'm using UE5)
5:12 did you just forget to explain the code in the enemy AI?
Thank You!!!
this is not working in unreal 5. any idea why?
thank you
With an extreme amount of enemies later on would this not cause alot of performance drops?
It could cause that yeah, this would be different for each PC, the complexity of the AI, and the number of AI too. You could maybe have a limit to the amount that spawn at a certain point, and instead increase their health instead of the number of AI spawning once you reach the limit.
@@MattAspland Got it, yeah I'll think about adding a limit
hey matt
could you make a video on how to increase the enemy health each wave?
Set a health var on the AI, when the for loop has completed on the spawner get actor from class, the class being the AI and increase the health var.
Wow this is cool! I have a problem though, my enemy AI is in a crawling position but in the Character class you can't rotate the capsule component, the capsule an only be vertical, awesome video though:)
Thanks a lot man, and if you select the capsule component, you can change the capsule radius and half height to get it working better for you. Or you could rotate the mesh instead of the capsule component, and then rotate the whole actor to look correct.
@@MattAspland thanks so much this solved the problem:)
Nice video
Thanks a lot dude!
For some reason the enemies are not spawning, help, currently using UE 5.0
Same here :(
what is the unreal engine 5 version of the integer - integer? im not able to find it currently
Is there a way to spread the enemies out from an individual spawner?
How could you put a cap on the amount of enemies? As in, once it hits 20, it only spawns 20 ai each wave going forward? That way you don't eventually start spawning 1000000000000000000 ai at once
nice, but when they spawn, they stuck in each other. mydefault collision handling override dont work like in the tutorial.
Im having issues where my Ai spawns and is able to be killed by other AI around it when it spawns. Any fix?
Can you make some tutorial on how the enemy can die with a gooey blast
Hey I loved this video and it helped a lot, but was just wondering how I could make them run a behaviour tree instead of just chasing the Character? I already had a behaviour tree set up for my original NPC_Enemy and he would walk around searching for me and then when he sees me he would run and chase me. Now he only runs to random locations and doesn't register Can See Player and chase me anymore?
I dont think anyone will reply to this, but ive encountered an issue. I kill my enemies with a projectile, the one placed in the level works and dies easily, but the spawned ones dont take damage and dont die, any suggestions?
Great vid but for some reason my enemies just stop moving after colliding with the player
Could you do this for UE5?
yes sirr
Will this work for VR? if and how can i make it so i can kill the enemies with my axe for example
Edit: i did the exact same thing, and i did put my VRGAMEMODE In, but the enemyAI still doesnt work
for some reason dont work for me
it doesnt work, even it ddoesnt spawn
LMAO what this is sick
Haha thanks dude!
So how do limited how many can be spawn for a each round
My enemies spawn in the same spot and go flying
I am having an error that says "Infinite loop detected" Anybody know how to fix this?
Does this work On UE5 i have tried but for some reason the enemy Ai wont follow me!
Wondering if anyone were to see this comment, but just curious is it possible that if each wave can have a certain delay for example Wave 1 > 30s pause (Free roam) > Wave 2
i watch the video twice to see if i messed up and cant see the ai in the fp template
@Matt Aspland please help
First of all thank you for this great work ❤❤
😥 I have been searching for a long time for
How can i make ghost catch the player
Then the video ( jumpscare ) play
like this games
1- Pacify
2- Devour
I hope you can help me in One of your Tutorial 😏😊
I have triple-checked but the enemies don't move after I cast to game mode and it in simulation it stops there. if I don't cast to game mode or use the increments and stuff every thing works fine. can anyone please help. I have tried nav mesh. Thanks in advance !
Okay, tell me what if there was 500 Horde Npc's?
You didn't Perform any optimization at all.
Please Make a Video about How to optimize npc's so that (500 Npc's) they can be view In a single scene without frame Loss.
how tf u make an enemy cuz im trying to duplicate the thirdperson character and move himinto his own folder but i cant and yhow do u change is color this isd all important stuff u think would be ina tutorial
the enemys cant move??
could this handle Left 4 Dead level/quantity of enemies?
It all depends on the PC specs, complexity of AI, and the amount spawned. But it should be able to handle a fair amount. If it gets too laggy at any point, you could limit the amount of AI that spawn, and then increase their health and damage etc instead
How can I change it so that the AI die by the first person projectile instead of it colliding with the player and dying
do you still need help with this?
@@dustynoob2971 No haha ended up making a different AI this would’ve been nice to use but I had a deadline for uni
*horde
Thanks man, I can be terrible at spelling sometimes lol
der beste
Is there a way I can do this without using the "game mode" bp? - For a project on uni coursework as i cannot edit the game mode bp's is all.
Thanks in advance anybody :D
it doesnt work
THNX!!!!!!!!!!!!!!!!!11