MP4 | Video: h264, 1280×720 | Audio: AAC, 48 KHz
Language: English | Size: 9.91 GB | Duration: 10h 28m
AI Perception, Behaviour Trees, and EQS
What you’ll learn
In this series we will be learning how to implement a perceptive AI solution where the AI will sense you via sight and hearing
We will also look at how to setup behavour trees and blackboard to react to the player, with shooting mechanics and ability activations
We will be using blueprint throughout, and no C++ will be required to make this work
Requirements
A basic understanding of Unreal Engine will be helpful
Description
In this series I will be showing how to set up two different AI designs, one for a shooter experience, and one for a RPG style AI. We will cover blackboard and behaviour trees, EQS queries, and the AI perception component using sight, sound and damage stimuli. The Shooter example will be a longer, slower example where we will explain everything as we go, and it will use sight and sound to give it elements of stealth AI, along with a working shooting system driven by the AI controller and it’s behaviour tree. The Magic AI example will be a more concise, straight to the point demonstration of a different way of working compared to the shooter example, and we will utilise sight and damage stimuli to make a reactionary AI who is able to heal, cast spells, and teleport away from the user using a EQS query. This series also includes a large overview of the EQS system and how to many of the tests work.
Who this course is for
Unreal Engine developers looking to learn how to implement AI into their games, in particular AI which can see and hear and response to those stimuli
Password/解压密码www.tbtos.com