If you are having an issue with the Boss Health Bar after using the Remove from Parent node, [ Blueprint Runtime Error: "Accessed None trying to read property Boss HealthBar Widget". Node: Remove from Parent Graph: EventGraph Function: Execute Ubergraph BP AI Controller BOSS Blueprint: BP_AI_controller_BOSS ], at 16:26 when adding the Boss HealthBar Widget and placing the Remove From Parent node, R Click the Boss HealthBar Widget and promote it to a validated get and place it between the Deactivate Boss Combat node and the Remove From Parent node. That fixed the error for me. Thank You Gorka! He explained what I needed to do, but I couldn't quite grasp what he meant until VEX_Inferno explained again and the solution just made sense! Great discord community, you guys are great!
leaving bosses able to be assassinated because you don't want to c/p the files instead of making children, is a big minus, so no there won't be likes on this one
This doesn't exactly work because the assassination checks for overlapping, so if you jump into the boss and spam the assassination button, you'll eventually still assassinate it. What I did to fix this was: 1. Add another BPI for checking if something is "assassinate-able" which returns a bool of whether something can be assassinated 2. Add the message for the BPI in your third person character BP after the "For Each Loop" node 3. After the BPI message node, add a branch that receives the bool from the BPI and connect the "True" to the branch with the "Does Implement Interface" condition 4. Add the BPI to anything with the assassination radius 5. Open the interface in the actor you added it to and toggle whether you want it to return if something can be assassinated (this is where you would toggle the boss to not return the value as true) Note: You can likely remove the "Does Implement Interface" branch from the Third Person Character BP using this fix, but it doesn't hurt to check for that also I suppose.
@@BonkMasterFlex brooo overcomplicating it - simply go to BP_AI_Boss -> Click 'Assassination Radius' -> Details -> Tags and delete the Tag there, boom no more assassinations on boss :)
Could you make a tutorial series on a game like phasmophobia but one player is the ghost and can do the ghost stuff and the other players do the same stuff that players do in phasmophobia. If you do decide to do this in the future, thank you.
I have followed the video twice and even revert my commits back to a clean start and started the video again, at [17:25] when I test that the health bar is deactivated when out of sight, it doesn't and when I exit the game, I get an error "Blueprint Runtime Error: "Accessed None trying to read property BossHealthBarWidget". I am stumped
haha man I started my BossAI already. I just went in my assassination settings and set the radius to zero. Then it cant be done. I never added widgets either.
Thanks! But: I can Kill the Dummy (but no other ai: they just continue to run around even if their health is depleted) I can Assassinate the Dummy (but no other ai: they just fall for a second and then ignore the ragdoll and get up and run away) I can Target Lock the Dummy (but no other ai: they just get a pure red sphere trace) also, after i hit the ai once, they just forget about me. Now i always get this error: Blueprint Runtime Error: "Accessed None trying to read property Boss HealthBar Widget". Node: Remove from Parent Graph: EventGraph Function: Execute Ubergraph BP AI Controller BOSS Blueprint: BP_AI_controller_BOSS
Thank you so much once again Erik!! 🙏🙏 Yes, so in the next episode I fixed the BP Widget Error that you are having: "Blueprint Runtime Error: "Accessed None trying to read property Boss HealthBar Widget". Node: Remove from Parent Graph: EventGraph Function: Execute Ubergraph BP AI Controller BOSS Blueprint: BP_AI_controller_BOSS". It was due to the differences in classes between the Dummy and AI. Yes, in the next episode we will hopefully be fixing those other three issues, they are very straightforward to fix, we just didn't complete the integration from the Dummy to the AI. Thanks again!!
@@GorkaGames Thanks so much! I'm relieved to hear that it wasn't just me having a unique screw-up. I'm applying/testing your series in an Open World setting, in a different genre/storyline/art style (and will do a video showcase of that adaptation if you like). Also, I hope you don't mind that I prefer to make donations and requests right here on YT, rather than Discord. I find It more intuitive here and I believe that it may inspire other donors on this platform.
@@GorkaGames Glad I spotted this. I've done this twice with the same issue. Then I had a few more errors come up, so I came back to start over from here again.
@@GorkaGames The [ Blueprint Runtime Error: "Accessed None trying to read property Boss HealthBar Widget". Node: Remove from Parent Graph: EventGraph Function: Execute Ubergraph BP AI Controller BOSS Blueprint: BP_AI_controller_BOSS ] was not addressed in the next episode. Is this issue fixed in a later video? I just disabled the large health bar and kept the smaller one until I can figure this error out.
@@GorkaGames what about finishing the climbing system,the completion of equipment system,health potions,mission system,hawk like ac origins,...will be the 10 episodes (you mentioned) enough to complete this series?
This is great, thank you for these tutorials! I have ran into an issue though and as a beginner I have no idea what to do. For your Locomotion video in the RPG series you did 3 months ago, whenever you hold the space button you jump continuously and the running animation starts happening in the air. How can I make it so you can only jump once every few seconds. I’d really appreciate it if I had some help. Edit: or make it so there’s only one animation instead of the running animation happening when holding the space button. Any tips would be appreciated 😊
Try switching up the priority in the state machine transitions from jump to falling, to falling and all that. Make sure they aren't the same numbers. Click on the falling state one time and look on the details panel and priority is like the second or third thing down. Make sure the other 2 aren't the same numbers as the other 2.
Out of curiosity, will you be implementing a walking petrol to the basic enemy AI, much like how the boss AI moves and when they spot you then the AI runs?
You can set the max walk speek in the tasks itself. Let's say for the Chase Target Task, set it to 500; and in the patrol task, set it to 200. Make sure to add an Event Receive Execute to set the max speed there (not the Event Receive Execute AI). The Event Receive Execute AI is for the code we did to make him go to the locations. And for the default max speed just set it to 500 or basically the speed you set him for chasing.
My Boss only attacks me one time, then just follows me and stands next to me, how to fix it? The regular AI does attack with combos, and I did duplicate it and renamed it to be the boss
@@Lega_007 I did not, and I even abandoned the project cus I bought a combat system from marketplace, cus I wanted more sophisticated combat system and AI, than this tutorial teaches
🚀 DOWNLOAD THE PROJECT FILES! ➡ bit.ly/GorkaGames_Patreon
If you are having an issue with the Boss Health Bar after using the Remove from Parent node, [ Blueprint Runtime Error: "Accessed None trying to read property Boss HealthBar Widget". Node: Remove from Parent Graph: EventGraph Function: Execute Ubergraph BP AI Controller BOSS Blueprint: BP_AI_controller_BOSS ], at 16:26 when adding the Boss HealthBar Widget and placing the Remove From Parent node, R Click the Boss HealthBar Widget and promote it to a validated get and place it between the Deactivate Boss Combat node and the Remove From Parent node. That fixed the error for me. Thank You Gorka! He explained what I needed to do, but I couldn't quite grasp what he meant until VEX_Inferno explained again and the solution just made sense! Great discord community, you guys are great!
all i want is more videos in this tutorial,a amazing work youre doing here bro
thanks!!
Sheesh, you're going non-stop!
Keep on going
I will !!! 💪💪
The AI is amazing
thank you!
Hoping more of ur amazing work bro...❤❤
THANK YOU!!
Make a boss finisher move like god of war
The Oscar Program Assassin Creed of the year is for you! :D
hahaha thank you man
Thank you Master !
my pleasure!
leaving bosses able to be assassinated because you don't want to c/p the files instead of making children, is a big minus, so no there won't be likes on this one
You're right. Why being lazy on that specific topic? He could make a BP_Boss parent class for the bosses that we'll use.
To remove assassination on the boss just go in boss event graph and in event being destroy component -> Assassination Radius
Hm yeah, i guess i could do that.
This doesn't exactly work because the assassination checks for overlapping, so if you jump into the boss and spam the assassination button, you'll eventually still assassinate it. What I did to fix this was:
1. Add another BPI for checking if something is "assassinate-able" which returns a bool of whether something can be assassinated
2. Add the message for the BPI in your third person character BP after the "For Each Loop" node
3. After the BPI message node, add a branch that receives the bool from the BPI and connect the "True" to the branch with the "Does Implement Interface" condition
4. Add the BPI to anything with the assassination radius
5. Open the interface in the actor you added it to and toggle whether you want it to return if something can be assassinated (this is where you would toggle the boss to not return the value as true)
Note: You can likely remove the "Does Implement Interface" branch from the Third Person Character BP using this fix, but it doesn't hurt to check for that also I suppose.
@@BonkMasterFlex brooo overcomplicating it - simply go to BP_AI_Boss -> Click 'Assassination Radius' -> Details -> Tags and delete the Tag there, boom no more assassinations on boss :)
These videos are the best bro!
Could you make a tutorial series on a game like phasmophobia but one player is the ghost and can do the ghost stuff and the other players do the same stuff that players do in phasmophobia. If you do decide to do this in the future, thank you.
Wassup Guys Welcome To New Unreal Engine Tutorial And Today...
- Gorka Games once said
🤣🤣
Keep up the work mate, we are all following along with you!
Great Video
thanks!
I have followed the video twice and even revert my commits back to a clean start and started the video again, at [17:25] when I test that the health bar is deactivated when out of sight, it doesn't and when I exit the game, I get an error "Blueprint Runtime Error: "Accessed None trying to read property BossHealthBarWidget". I am stumped
Ever figure this issue out? I have the same problem now.
can you do many simple puzzles in one video please?
Whats Next? I hope it will be Skill attack or map system
Heyy when will we fix the health bar init issue in AI enemies ??
You are the bestttttt
thank you!!
Hallo friend. A question. What about blocking with shield and ranged attacks with bow both to player and tha ai?
How to make difficulity settings from main menu to the game... Toturiol... Please
haha man I started my BossAI already. I just went in my assassination settings and set the radius to zero. Then it cant be done. I never added widgets either.
Do you think this tutorial is suitable for someone who has never used unreal b4, but unity?
I would suggest see some of my super beginner friendly videos first, as this one: ruclips.net/video/FehFMdsi7aA/видео.html
Thanks! But:
I can Kill the Dummy (but no other ai: they just continue to run around even if their health is depleted)
I can Assassinate the Dummy (but no other ai: they just fall for a second and then ignore the ragdoll and get up and run away)
I can Target Lock the Dummy (but no other ai: they just get a pure red sphere trace)
also, after i hit the ai once, they just forget about me.
Now i always get this error:
Blueprint Runtime Error: "Accessed None trying to read property Boss HealthBar Widget". Node: Remove from Parent Graph: EventGraph Function: Execute Ubergraph BP AI Controller BOSS Blueprint: BP_AI_controller_BOSS
Thank you so much once again Erik!! 🙏🙏 Yes, so in the next episode I fixed the BP Widget Error that you are having: "Blueprint Runtime Error: "Accessed None trying to read property Boss HealthBar Widget". Node: Remove from Parent Graph: EventGraph Function: Execute Ubergraph BP AI Controller BOSS Blueprint: BP_AI_controller_BOSS".
It was due to the differences in classes between the Dummy and AI.
Yes, in the next episode we will hopefully be fixing those other three issues, they are very straightforward to fix, we just didn't complete the integration from the Dummy to the AI.
Thanks again!!
@@GorkaGames Thanks so much! I'm relieved to hear that it wasn't just me having a unique screw-up.
I'm applying/testing your series in an Open World setting, in a different genre/storyline/art style (and will do a video showcase of that adaptation if you like).
Also, I hope you don't mind that I prefer to make donations and requests right here on YT, rather than Discord. I find It more intuitive here and I believe that it may inspire other donors on this platform.
@@heavenseek Sounds great!! Can't wait to see your open world adaptation! 😀 Absolutely, whatever you find the most easier for you, thanks again!
@@GorkaGames Glad I spotted this. I've done this twice with the same issue. Then I had a few more errors come up, so I came back to start over from here again.
@@GorkaGames The [ Blueprint Runtime Error: "Accessed None trying to read property Boss HealthBar Widget". Node: Remove from Parent Graph: EventGraph Function: Execute Ubergraph BP AI Controller BOSS Blueprint: BP_AI_controller_BOSS ] was not addressed in the next episode. Is this issue fixed in a later video? I just disabled the large health bar and kept the smaller one until I can figure this error out.
Nice :D
thank you!
Atlantis is coming 😂
🤣🤣
Can you make a parry system? I cant find any tutorial about it😅(ai parry too)
That would be interesting! I think I won't introduce it to the RPG Series now, but I can do a separate video.
I can't get smooth walking like yours with the Boss some reason even check locomotion constantly but no luck.
Anyone Pls help!
will you add open world?
gg
Hey Gorka, Can you just duplicate the BP_AI?
Do you fix the floating feet at some point or?
My AI is running at an angle. She doesn't run straight towards me, but at an angle. What can I do?
make sure the rotation is set correctly in the actor blueprint
Will this be the last one?
no!! i only said that for the ai, we are nearly finished
@@GorkaGames OK, thank you
@@GorkaGames we nearly finished you mean with the ai or the whole series?
@@GorkaGames what about finishing the climbing system,the completion of equipment system,health potions,mission system,hawk like ac origins,...will be the 10 episodes (you mentioned) enough to complete this series?
@@TolisPiperas82with the ai i think
This is great, thank you for these tutorials! I have ran into an issue though and as a beginner I have no idea what to do. For your Locomotion video in the RPG series you did 3 months ago, whenever you hold the space button you jump continuously and the running animation starts happening in the air. How can I make it so you can only jump once every few seconds. I’d really appreciate it if I had some help.
Edit: or make it so there’s only one animation instead of the running animation happening when holding the space button. Any tips would be appreciated 😊
Try switching up the priority in the state machine transitions from jump to falling, to falling and all that. Make sure they aren't the same numbers. Click on the falling state one time and look on the details panel and priority is like the second or third thing down. Make sure the other 2 aren't the same numbers as the other 2.
Out of curiosity, will you be implementing a walking petrol to the basic enemy AI, much like how the boss AI moves and when they spot you then the AI runs?
You can set the max walk speek in the tasks itself. Let's say for the Chase Target Task, set it to 500; and in the patrol task, set it to 200. Make sure to add an Event Receive Execute to set the max speed there (not the Event Receive Execute AI). The Event Receive Execute AI is for the code we did to make him go to the locations. And for the default max speed just set it to 500 or basically the speed you set him for chasing.
@@quizzypham3389 Cheers, that helped a lot than you
I know this is an old comment but I have no idea where I set the walk speed in the individual tasks lol@@quizzypham3389
Not sure what happened but the boss can detect me through walls. no matter how far away I run, it can always see me
capsule size is probably too big if you scaled him
My Boss only attacks me one time, then just follows me and stands next to me, how to fix it? The regular AI does attack with combos, and I did duplicate it and renamed it to be the boss
Did u found any solution?
@@Lega_007 I did not, and I even abandoned the project cus I bought a combat system from marketplace, cus I wanted more sophisticated combat system and AI, than this tutorial teaches
@@jkre Same here. I don't know why the boss attack only once😔
I just found you and started scrolling through talk your videos I already love your existence sir🫶🏽
Keep Up The Good Work Gorka!
thank you so much man!!!!
Hey i was wondering if you can make a video on an enemy ai which uses grappling hook ability and dash ability