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UE5.6 - AGLSv1.6 New Complex AI Controller (Detailed Demonstration) | Download скачать в хорошем качестве

UE5.6 - AGLSv1.6 New Complex AI Controller (Detailed Demonstration) | Download 3 месяца назад

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UE5.6 - AGLSv1.6 New Complex AI Controller (Detailed Demonstration) | Download

A presentation showcasing what I’ve mainly been working on for over two months. This, of course, concerns the new AI controller for 'Human'-type characters. The new controller is a vast collection of various types of assets, which ultimately come together to form an AI system designed to create engaging immersion during gameplay. Compared to the previous controller implemented back in UE4.26, the new one is based on more modern technologies such as StateTree, SmartObjects, ContextualAnimations, and a modified EQS system. It consists of assets developed using both Blueprint and C++. I aimed to design the entire system so that the AI tries to react dynamically, adapting as much as possible to its current environment. For example, it can: • Attempt to attack Zombies while staying undetected and remaining quiet, • Take cover in a way that still allows aiming at enemies, • Surrender when the player aims at the AI and there’s no nearby cover or companions, • Create battles between two or more teams. Throughout the design process, I encountered many challenges. Examples include: ➤ The need to create an algorithm that selects movement points allowing HumanAI to remain undetected by enemies, ➤ Modifying the AIController.h class and the default PathFollowingComponent, ➤ Expanding the default EQS system, including creating EQS tests based on Blueprint, ➤ Attempting to implement functions that would allow editing StateTree parameters outside the StateTreeModule (which, unfortunately, couldn’t be achieved ❌). Not everything I initially planned made it into the final version. I should also mention that the AI was designed with a relatively small number of active instances in mind‼️. Designing the entire AI logic so that instances don’t interfere with one another is a major challenge without using RealTimeNavMesh. Still, I believe the overall result should look really good. Many configuration variables have been exposed to DataAssets, allowing for extensive experimentation with general AI behavior. The new controller, along with several other new features, will be available with AdventureGameLocomotionSystem v1.6 (AGLSv1.6). Project files: https://www.patreon.com/posts/ue-5-6-...   / jakubw   00:00 Combat with small amount of Zombies #1 01:01 Combat with small amount of Zombies #2 01:33 Combat with Zombies #1 03:07 Combat with Zombies #2 03:58 AI Stealth mode fighting #1 04:35 AI Stealth mode fighting #2 05:50 Patroling Interactions 07:00 Battle of two teams #1 08:03 Battle of two teams #2 08:58 Battle of two teams #3 (Red wins) 09:50 Battle of two teams #4 (Green wins) 10:40 Fighting with Player #1 13:03 AI ​​surrender self 14:05 Fighting with Player #2 15:50 Controller Overview

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