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Otter: / blueprintbyte Today we make some simple AI to run around in the game. We use a "Character" Class to make an Enemy Base Class. Then we add in the AI components, like "AI Controller", "Behavior Tree", "Blackboard", and a "Task". We also make a "Blueprint Interface" for "Damageable" Actors. The Behavior Tree is a single sequence for roaming. The Blackboard gets a single "Random Location" vector. The task just gets a random reachable point in range and returns. Always finish the execute. Then we make the AI Controller run the behavior tree "On Posses" Then we setup the Enemy Base Class With A BPI Damageable The BPI has a few functions, like Get Is Active, Remove From Play, and Return To Play. Then we implement those events in the Enemy Base Class Then we create the Child of the Enemy Base and modify the Enemy Base to showcase how changes are inherited. Then we debug by spawning in some enemies and activating them. We also need to set the enemies to Accelerate Paths or the server might not animate them properly. Ali Elzoheiry -- Smart AI Series -- • Smart Enemy AI Tutorial Series - Unreal En... Send Tacos... https://buymeacoffee.com/blueprintbyte Join The Discord: / discord Outro Song-- June time by Patrick Patrikios / @patrick-jordan-patrikios #UnrealEngine #UE5Tutorial #MultiplayerGameDev #SpawnManager #BlueprintInterfaces #EnemyAI #WaveGame #GamedevTips