Wonderful tutorial - Thanks!! When the animal stops, in Idle - Can you make it do different things - in IDLE - like eat, look around? to make it more natural looking :)
Gorka I love your tutorial vid I hope you reach 1Milllion subs I used to watch other vids but they where to long and frustrating and I kept on quitting but now I keep going
This was really cool and I learned a lot. thank you. OK< to go to the next step, I'm using the Wolf out of the animal pack. Just before the roam around I added a random generator for speed so sometimes he walks and sometime he runs. OH, I added walk in the middle of the blend space. I can't seem to get his movement synced with the foot steps. He slides like your hippo does sometimes.
@@FlockersDesign when I learned about behaviour trees, I used it for some of my characters, like this 1 enemy, it roams around the area and when it sees me, it chases me, and attacks and tries to teleport close to were my character is, when it can't see my character it returns back to the spot, by walking to where it was before and continues to roam the area, looking for the player.
@@MartKart8 yea this is the basic setup you learn here on youtube all videos i looked at give thilese same tutorials (im not watching them to learn just to see how people teach others) And indeed BT are the way to go now like i said this way is great for testing and learning the basics basics but wont reccoment it Its the same with people learning you to fill youre level with a nav mash now for a small one this works perfectbut for a big one you dont want to do this and you want to generata the nav mesh around the AI it self
@@FlockersDesign I do admit, I do find a lot of tutorial videos are too similar, too many feel like there built with the default UE character in mine, so the character I built from scratch, imported from Blender doesn't work correctly with them.
character's animations (idle,walk etc) not working. I did the same according to the video but doesnt work properly. By the way I am using 5.4.3 version
my pleasure! You would need to drag the skeletal mesh from the scene and manually implement the animations by clicking the "+" icon next to it. You actually cant apply an BP anim in the sequencer
Hi! Thanks a lot for the tutorial! i need some help if possible 🙏 about what's described at minute 9:13- some how the "character movement" won't connect to "get velocity". any idea why? thank you🙂
Hi! Sorry, I really need some help I think! When I place more than one animal, they're working in editor, but when I build project their moving blueprints doesn't work at all... 😢 Why could it be? I can't figure it out by myself for quite some time... :(
hi I have a question , do you know how can I grab enemy and then use that enemy ? for example I grab a drone and use that enemy's gun for firing to other enemy? If you know, would you like to make a video tutorial for understanding subject? thanks
@@GorkaGames when I grab a static or physical object I can do it but when we grab in AI Enemy I can't do it ... would you like a simple video with simple ai ... thanks alot
Hello can u help me? I imported some animations to my UE5 project, but they do not appear on the Asset Browser when i open the animation blueprint. They show normally in the content browser and when i add to the level. I tried to find a solution to the problem, but I am having some hard time finding someone with the same problem.
Amigo sou do Brasil ensina a como fazer um tubarão nadando e atacando o player, pois tentei fazer mais o meu tubarão so fica em baixo da agua perto do solo e não sobre para superfície da agua
I tried following this proccess but instead of an AI animal I want to use an AI metahuman but I could get him to animated at the end of these steps. Do I just suck and missing something or would there be extra steps using a metahuman as an non-player controlled AI?
Yeah so the process would be extreamly similar. The only difference would be the skeletal mesh component and the animation blueprint. But the other AI elements should be exaclty the same, I recommend to check out my mannequin to metahuman video: ruclips.net/video/VEhSX04mxOY/видео.html
Do you have to manually place down these "NavMeshBoundsVolume" blocks everywhere? I can't imagine for a large open world game you have to place hundreds or thousands of these volumes around every single area you want creatures and enemy AI to interact in. Assuming there is a way to automate this somehow via blueprint. Still trying to figure out here how to do stuff like this procedurally...
I would assume they have a limit from spawn they can travel which is why in big open worlds you can just wait at the spawn area for the animals to return
I also ran into this - It was just that my Hippo wasn't facing forwards ( Went into the BP_Hippo, and made sure he was facing in the direction of the Arrow )
You should state that your tutorials are not for beginners. There is no explanation of what and why you are doing anything, you assume everyone knows what they are doing and have prior knowledge. For beginners assume they know nothing and explain everything, explain what you are opening and why you are doing it. Fine for advanced users but depends who you are aiming at.. For beginners, too fast with noting explained, just parrot fashion. Shame clearly you know what you are doing but you are not helping beginners enough in my opinion. skipping explanations. Unable to problem solve anything because there was no real explanation.
Good tutorial I suppose other then the fact I can hardly understand your English I can’t see the damn screen and you fly through it. This was the longest 10 minutes (actually probably over an hour) of my life
Next up would be nice to know how to more smoothly blend the start and stop of the animation blendspace when it moves.
Thank you man ! You helped me alot!
my pleasure!! I'm glad that you found it helpful!
Wonderful tutorial - Thanks!! When the animal stops, in Idle - Can you make it do different things - in IDLE - like eat, look around? to make it more natural looking :)
Thank you!! Exactly what I was looking for
Hey gorka would you give any tips on making water animals swim with this method?
Gorka I love your tutorial vid I hope you reach 1Milllion subs I used to watch other vids but they where to long and frustrating and I kept on quitting but now I keep going
haha thank yoy man I really appreciate it!! I always try to make my tutorials easy to follow, so Im glad you find them helpful
after going through multiple video, your explaination i found was good at mark
Super Helpful thank you!
This was really cool and I learned a lot. thank you. OK< to go to the next step, I'm using the Wolf out of the animal pack. Just before the roam around I added a random generator for speed so sometimes he walks and sometime he runs. OH, I added walk in the middle of the blend space. I can't seem to get his movement synced with the foot steps. He slides like your hippo does sometimes.
THANK YOU! :D So many animals and so little to do with them - until now :D
haha, Im glad I could help!!
I like this because it doesn't use the Event Tick, I've built some of my own characters, and some roam around, like a rabbit I built.
great!! yeah it is pretty well optimized!
Normaly you dont even build AI this way but this is the simplest way to do it for prototyping animations after that you dont want to use this anymore
@@FlockersDesign when I learned about behaviour trees, I used it for some of my characters, like this 1 enemy, it roams around the area and when it sees me, it chases me, and attacks and tries to teleport close to were my character is, when it can't see my character it returns back to the spot, by walking to where it was before and continues to roam the area, looking for the player.
@@MartKart8 yea this is the basic setup you learn here on youtube all videos i looked at give thilese same tutorials (im not watching them to learn just to see how people teach others)
And indeed BT are the way to go now like i said this way is great for testing and learning the basics basics but wont reccoment it
Its the same with people learning you to fill youre level with a nav mash now for a small one this works perfectbut for a big one you dont want to do this and you want to generata the nav mesh around the AI it self
@@FlockersDesign I do admit, I do find a lot of tutorial videos are too similar, too many feel like there built with the default UE character in mine, so the character I built from scratch, imported from Blender doesn't work correctly with them.
character's animations (idle,walk etc) not working. I did the same according to the video but doesnt work properly. By the way I am using 5.4.3 version
How can I make it also slow down into the idle animation so it isnt an abrupt stop?
Can u do the tutorial for the fish?
How could you make it move around a simple static circle?
Nice one, thanks! i m beginner in BP : how to start the BP anim in the sequencer?
my pleasure! You would need to drag the skeletal mesh from the scene and manually implement the animations by clicking the "+" icon next to it. You actually cant apply an BP anim in the sequencer
@@GorkaGames Clear, thanks a lot!
Great tutorial! What nodes do I need to add to make a flying character?
ruclips.net/video/DPmO7a3X8Lg/видео.html
i HAVE SEND , flying animal
Hi! Thanks a lot for the tutorial!
i need some help if possible 🙏
about what's described at minute 9:13-
some how the "character movement" won't connect to "get velocity". any idea why? thank you🙂
Had the same issue with UE5.4. I found that in UE5.4 you can get velocity directly from Hippo, just skip the Get Character movement Component step.
Hmm does this method still work on 5.4.2? My characters aren't moving..
Hey man, at 9.09, has something changed? I cant seem to find Get Character Movement.
took me some looking around, disable "context sensitive" in the search menu and scroll up
I love you man, thank you
Thank you!
I know that hippo from your game on steam haha
haha yeah man it`s awesome 🤩🦛
Hi! Sorry, I really need some help I think! When I place more than one animal, they're working in editor, but when I build project their moving blueprints doesn't work at all... 😢 Why could it be? I can't figure it out by myself for quite some time... :(
Amazing tutorial
hi I have a question , do you know how can I grab enemy and then use that enemy ? for example I grab a drone and use that enemy's gun for firing to other enemy? If you know, would you like to make a video tutorial for understanding subject? thanks
you should check my pick up weapon tutorial!! You would basically just use the interface to pass on the bp.
@@GorkaGames when I grab a static or physical object I can do it but when we grab in AI Enemy I can't do it ... would you like a simple video with simple ai ... thanks alot
my anims dont show up when i make the blend space
Hey! could you please send some link to where you downloaded the hippo?
thx bro , make xp given when killed and life bar for animnals
thanks man, I actually have a tutorial on an xp system! ruclips.net/video/ARBorsP_GJU/видео.html
@@GorkaGames when you have a time , for news system make for get xp when kill a monster , thats bee suupper :D , aniways you are supper :D
Hello can u help me? I imported some animations to my UE5 project, but they do not appear on the Asset Browser when i open the animation blueprint. They show normally in the content browser and when i add to the level. I tried to find a solution to the problem, but I am having some hard time finding someone with the same problem.
can you show how to make the Ai animal to couse damage and get damage?
yeah, I actually have a tutorial on that, and later on you can integrate it into the animal: ruclips.net/video/fp5LbdC4vek/видео.html
@@GorkaGames So AIMoveTo is the place where i need to add the damage system from PlayAnimMontage in the video you send?
Is there any method to reduce the turning speed of an animal and how?
Very simple. Now make it use behavior trees.
yeah, I have planned making a behaviour trees tutorial soon!
Can i make a other color or form for this animal?
Could you show the hippo running away from the player?
How can i make it, so that when the Animal is turning a Turn Animation gets played.
Great! Thanks!
didn;t work
How do I get a more fluid, smoother movement when the animal turns to one side?
You need turning animations I guess the pack doesn't have. you can try control rigs.
I want to set the speed to 30cm/s , then the animation keeps repeating itself 10 times of what's shown in this video (300cm/s) , how do i fix this?
Awesome video
thanks man!!
Amigo sou do Brasil ensina a como fazer um tubarão nadando e atacando o player, pois tentei fazer mais o meu tubarão so fica em baixo da agua perto do solo e não sobre para superfície da agua
I tried following this proccess but instead of an AI animal I want to use an AI metahuman but I could get him to animated at the end of these steps. Do I just suck and missing something or would there be extra steps using a metahuman as an non-player controlled AI?
Yeah so the process would be extreamly similar. The only difference would be the skeletal mesh component and the animation blueprint. But the other AI elements should be exaclty the same, I recommend to check out my mannequin to metahuman video: ruclips.net/video/VEhSX04mxOY/видео.html
Sir, Im your big fans, can you teach us how to animate Shark/Octopus squid or reptile(like Snake) & turn them into Vicious A.I(enemy)
i love it
thank you man!!
hella dope-G.....woo woo
Good man !
How about making a ghost Ai ?
yeah that would be a cool video to make. i have a jumpscare tutorial, but a ghost AI would be cool
Perfect Tutorial 👊
thanks!
Do you have to manually place down these "NavMeshBoundsVolume" blocks everywhere? I can't imagine for a large open world game you have to place hundreds or thousands of these volumes around every single area you want creatures and enemy AI to interact in. Assuming there is a way to automate this somehow via blueprint. Still trying to figure out here how to do stuff like this procedurally...
you can resize them, it adapts to any sort of terrain
you need to make navigation invoket
I would assume they have a limit from spawn they can travel which is why in big open worlds you can just wait at the spawn area for the animals to return
Nice i Have that Pack too
haha thanks! that asset pack is great
@@GorkaGames could you please tell me the name of that pack?
@@manuelpoky9899 African animals pack
There's also
Animal variety pack
Both the packs are free
@@manuelpoky9899 yeah it`s called "African Animals Pack" on the UE marketplace from "Protofactor"
@@GorkaGames bro can you continue the project and make a walk when attack or stop walking when attack and add monster experience to get level?
Happy Hypo ! toma like !
haha muchas gracias! el hippo ahora esta contento 😄
i did it for a crow.. and it didnt work?
my animals walk sideways any idea why?
Crab ai achived 😂
bravoh!
cool
thanks!
i did everythin like u but my animal runs sideways :(
I also ran into this - It was just that my Hippo wasn't facing forwards ( Went into the BP_Hippo, and made sure he was facing in the direction of the Arrow )
@@drballer71 ye at this time i know sir :D but still thanks for asnwer
5:45
I think from this video come out the game zoochosis
my creature is like stuttering and fix. Thanx
You should state that your tutorials are not for beginners. There is no explanation of what and why you are doing anything, you assume everyone knows what they are doing and have prior knowledge. For beginners assume they know nothing and explain everything, explain what you are opening and why you are doing it. Fine for advanced users but depends who you are aiming at.. For beginners, too fast with noting explained, just parrot fashion. Shame clearly you know what you are doing but you are not helping beginners enough in my opinion. skipping explanations. Unable to problem solve anything because there was no real explanation.
w bro
Good tutorial I suppose other then the fact I can hardly understand your English I can’t see the damn screen and you fly through it. This was the longest 10 minutes (actually probably over an hour) of my life
Yipee
The walking does not look good. The hippos feet are just sliding around and not matching the speed, plus the turn is just a spin in place.
Thats just the animations, has nothing to do with the ai at all
@@truecoulorgecko401it does actually, the actual behavior of the animal would have to be reimagined if they remade it’s animations
Make your own video then
@@Brielshallouf mAke YouR oWn vIdeO
@@HavokBWR tHis VidEo iS sHiT u DiDnt Do iT rIghT