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Unreal Engine AI Touch Perception (ALS #29)

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This is the 29th episode of Unreal Advanced Locomotion System based shooter series. When the Ai fighting each other as in a war, there are some situations characters run into each other without seeing them through the sight perception system. In the unreal engine AI perception system, there is a touch perception component, but AFAIK doesn't work with blueprints yet. So, here i am going to implement an alternative system that registers an enemy upon collision with another A...

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Unreal Engine AI vs AI Shooter Combat System (ALS #28)

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This is the 28th episode of Unreal Advanced Locomotion System based shooter series. In this episode, I am going to start working on team-based AI vs AI combat system. Here, AI characters who belongs to different teams will be able to detect enemies from different teams and engage in gunfight/shooting combat. While they are in the fight, they will try to flank, run to covers, use different stances to make the combat look more dynamic. Also, the system can support more than ...

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Unreal Engine NPC AI - Alert Nearby Enemies (ALS #27)

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This is the 27th episode of Unreal Advanced Locomotion System based shooter series. In this episode, I am going to continue with the AI system of the enemy NPC characters. Here, we will implement a way to alert other nearby AI-controlled enemy characters when one of the enemy characters has detected the player or another AI that belongs to a rival team. This would be similar to a scenario where an enemy shouts something like "He's over there.." and proceed to engage in fig...

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Advanced Locomotion System #26 - AI NPC In-fight Movement Variations

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In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will work on how to have different movement modes for the AI characters when they are in a fight. When they engage in a shootout, sometimes, they will go into crouching mode, some will be walking, running, or sprinting into a cover. When they run out of a cover to start shooting, they will sprint. After implementing this, the shoo...

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Unreal Engine Enemy NPC AI Weapons Accuracy

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This is the 25th episode of the unreal engine advanced locomotion based shooter series. Here we are going to implement two things.  1.  A per weapon accuracy and recoil system that allows us to customize the accuracy of each weapon. So each weapon can have a different bullet spread when we shoot on a wall.  2. A system to define NPC AI shooting accuracy. When there are multiple enemies present on a level, we have to give an advantage for the player to have a...

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Unreal Engine Environment Query System (EQS) - Find Covers

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This is the 24th episode of the unreal engine advanced locomotion series. But still, you can apply this method to find covers using the environment query system in any project. Here, an environment query will generate a grid around the player character to find out the locations which don't have a line of sight from the player so that the player can't shoot them if NPCs move into one of such locations. Then NPC will consider the distance to each location from the player and...

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Unreal Engine Custom Sight Perception Target- Head

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This is the 23rd episode of the unreal engine advanced locomotion series. But still, you can apply this method to change the point of the character seen by AI sight perception system. By default, AI sight of enemies can see the middle of the character. Because of that, when the player is behind a short wall, even if the character head can be visually seen over the wall, AI characters can't detect the head because the line of sight to the middle of the character is blocked....

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Unreal Engine Environment Query System (EQS)

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This is the 22nd episode of the unreal engine advanced locomotion series. But still, this would be more of an introduction on how to set up and use unreal engine query system along with AI behavior trees. Here, we will implement an environment query to find an ideal location for AI character to move to shoot the opponent. The criteria for the location would be the line of sight from location to opponent character, the distance from opponent to location, and the distance fr...

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Advanced Locomotion System #21 - AI Perception Distinguish Noise Types - Shooting and Footsteps

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In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will work on how the AI perception system distinguishes the noise types. For example, they should identify the footstep noise and shooting noise as different noises and react accordingly. Shooting sound is a major disturbance and they should quickly react and prepare for a fight. While hearing of a footstep sound is something mino...

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Advanced Locomotion System #20 - Noise Range and Movement Speed

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In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will work on how to change the noise range according to the character movement speed. Footstep sounds will occur not just when the character is moving, but also on other various occasions such as standing up from crouching. So, we have to consider the actual movement speed when making noises that are perceived by AI perception. Al...

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Advanced Locomotion System #19 - Enemy AI patrol

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In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will add a new variation of NPC AI who has a pre-defined patrol path. Using a spline, we will be able to define the patrol path for each AI character in the level and they will be patrolling along that route indefinitely unless the player makes any distractions. If they hear a sound or spot another enemy, they will stop patrolling...

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Advanced Locomotion System #18 - NPC Enemy Variations

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In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will add AI hearing/ noise perception capabilities to the NPC characters. Here, we will emit a noise when the character move for each footstep and the AI characters will be able to hear that if they are in the range. Also, they won't react to the footstep sounds of other enemies, only the footstep sound of the player or any other ...

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Advanced Locomotion System #17 - NPC AI Noise Perception and Search

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In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will add AI hearing/ noise perception capabilities to the NPC characters. Here, we will emit a noise when the character move for each footstep and the AI characters will be able to hear that if they are in the range. Also, they won't react to the footstep sounds of other enemies, only the footstep sound of the player or any other ...

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Unreal Niagara Coin Explode and collect Effect

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In this episode of the unreal engine niagara effects series, I am going to implement a coin explosion effect using unreal niagara simulation system. Here, there will be a rotating coin in the world and when the player walks near that coin, a bunch of other coins will be exploded from that and they will be attracted towards the player.  We will be using niagara mesh rendering, point attraction and few other modules to to implement this effect.

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Advanced Locomotion System #16 - AI Behavior Tree - Run or Walk (Gait)

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es, I am going to continue with the AI system of the enemy NPC characters. Here, we will improve the AI behavior tree to enable the AI character to dynamically decide whether to run or walk based on the situation. For example, if the AI character has seen an enemy and getting into a fight, it will be running. And if the player breaks the line of sight, he will run to the last seen position. But after that  if the enemy still has not seen the enemy, it doesn't make sen...

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Advanced Locomotion System #15 - AI Behavior Tree - Search Last Known Position

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In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will improve the AI behavior tree to enable the AI character to search around the last known position of the opponent character (in this case player). When the player breaks the line of sight of the enemy AI, the AI character will come to the position where he spotted the player before breaking the line of sight and will search ar...

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Advanced Locomotion System #14 - AI Behavior Tree - Attack and Free-Roaming

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In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will improve the AI behavior tree to enable the AI character to identify the player or any other opponent characters and start shooting at them. The shooting sequence will happen this way. Once the enemy sees the player, he will not start shooting right away. He will wait about a couple of seconds and then aim the gun towards the ...

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Advanced Locomotion System #13 - NPC AI Sight Perception and Focus

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In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will set up AI sight perception for the AI character so they will be able to identify the player and other characters in the world. If they see another AI character they will ignore them, but if they see the player character, they will turn and keep focusing on the player until the player breaks the line of sight. When player is n...

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Advanced Locomotion System #12 - NPC AI Shooting

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In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will set up the necessary components and interface functions to start and stop shooting/firing the weapon of NPC characters and how to access the target direction where they should fire. This will be implemented on top of the existing behavior tree based basic AI system available in ALS system.

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Advanced Locomotion System #11 - NPCs with Different Default Weapons

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In this episode of the unreal engine advanced locomotion series, I am going to integrate start working on NPC AI characters. Here we will be re-using the default AI controller available in ALS system which allows AI characters to randomly move around while focusing on the player character. Additionally, we will implement a way to define the default primary weapon the characters will have when we start the game. So, we can select a gun for each character out of all availabl...

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Advanced Locomotion System #10 - Fire Damage and Flamethrower

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In this episode of the unreal engine advanced locomotion series, I am going to integrate fire damage into the ALS character so the player can use a flamethrower and burn and kill them. When the character is hit by fire, burn marks will appear on the body. This will happen through spawning decals attached to the character mesh and if the flame touch them long enough, their bodies will set on fire and they will start burning out by emitting flames from the body mesh itself. ...

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Advanced Locomotion System #9 - Explosion Damage

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In this episode of the unreal engine advanced locomotion series, I am going to implement explosion damage for the ALS character. if an explosion happens near the ALS character, the character will be thrown away from the explosion and die. The character will respond to any explosion in the same way such as an exploding barrel, grenade, or rocket explosion.

Advanced locomotion system: 2022-01-21 05:24:01 +0000 UTC View Post

Advanced Locomotion System #8 - Bullet Hit Damage and Kill

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In this episode of the unreal engine advanced locomotion series, I am going to implement bullet hit damage and kill functions to the ALS character. We have already worked on bullet hits and damaging parts in the third-person shooter series and we will be re-using the same functions here as well. The player will be able to kill other ALS based characters by shooting at them. A headshot will instantly kill them and other shots on other places of the body won't instantly kill...

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Advanced Locomotion System #7 - Sniper Scope

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In this episode of the unreal engine advanced locomotion series, I am going to add a sniper scope to the system. We have already worked on a sniper scope in the third-person shooter series and we will be re-using the same component here as well. The player will be able to go into scope mode and zoom in/ zoom out through the scope to take the target.

Advanced locomotion system: 2022-01-19 04:00:46 +0000 UTC View Post

Advanced Locomotion System #6 - 14 Different Weapons Integrated

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Here is a preview of all the different weapons I have integrated into advanced locomotion system in unreal engine. All the integrated weapons are fully rigged and relevant shooting and reload animations for both player and weapon mesh are added to the system.   The list of fully rigged and animated  weapons,  - AK47 - M16A4 - Pistol - Crossbow - M1911 - M1870 - Shotgun - Machine Gun - Revolver - Sub Machine Gun - RPG - Semi Machine Gun  Character A...

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Advanced Locomotion System #5 - Different Weapon Holding Animations

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In this episode of the unreal engine advanced locomotion series, I am going to work on how to have different animations for different weapon types. In the base ALS template, there are only basic rifle and handgun animations available. But when different weapons are added to the system, the gun holding locations are different from the types we already have in the system. For example, the way a crossbow is held is different from the way the character will hold an m4A1 rifle....

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Advanced Locomotion System #4 - Swap Weapons

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In this episode of the unreal engine advanced locomotion series, I am going to work on a weapon swapping system. We have already implemented a way to pick up weapons. Larger weapons will be attached to the back of the character and handguns will be attached near the hip. There will be designated buttons to equip primary, secondary, or special weapons. By pressing 0, the player will be able to put back all the weapons and go freehand. As the player press these buttons, a re...

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Advanced Locomotion System #3 - Pickup Weapons

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In this episode of unreal engine advanced locomotion series, I am going to work on a weapon pickup system. I the third person shooter project we worked on before, we already had a weapon pickup system and I am going to re-configure the same system to work with the advanced locomotion system character to allow picking up weapons. So, the character will be able to pick up any weapon including rifles, pistols, crossbows.. etc. And after picking up, the weapon will be attached...

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Advanced Locomotion System #2 - Weapon Reload Animations

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In the previous episode of this series, we added a M16 rifle with shooting and damage capabilities into the advanced locomotion system. Today, we are going to look into how to implement weapon reload animations for both character and gun. In ALS, there are multiple animation layers with animation curves. So, we cannot just create an animation montage and play it. we will have to define the relevant layers and layer override settings in the animation montage with some modif...

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Advanced Locomotion System - Weapon Integration

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In this unreal engine tutorial, I am going to integrate the M16 rifle with into the advanced locomotion system freely available in the unreal engine marketplace. The m16 rifle is a part of the weapons system I have implemented in the third-person shooter series and this already has weapon damage, hud, and shooting capabilities. In the future, I will integrate all the different weapons i have implemented in my TPS series including pistols, RPGs, snipers, machine guns, and f...

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