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Building Perceptive AI in Unreal Engine

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Daniel Orchard

10:28:00

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  • 1 - Overview.mp4
    02:43
  • 2 - Branch Link.txt
  • 2 - Getting Started.mp4
    02:45
  • 3 - 02 Meshes Weapons Class Basics Branch FPS Setup.mp4
    18:47
  • 3 - Branch Link.txt
  • 3 - Character Link.txt
  • 3 - Weapon Pack.txt
  • 4 - 03 Characters Branch 3 Character Setup.mp4
    17:37
  • 4 - Branch Link.txt
  • 5 - 04 Interfaces State Enums Branch 4 States.mp4
    10:12
  • 5 - Branch Link.txt
  • 6 - 05 AI Controllers Blackboards Branch 5BlackboardsAndStates.mp4
    22:11
  • 6 - Branch Link.txt
  • 7 - 06 Player and Enemy Blueprints Branch 06WorldSetup.mp4
    08:02
  • 7 - Branch Link.txt
  • 8 - 07 Perception Component Branch 07PerceptionComponent.mp4
    21:23
  • 8 - Branch Link.txt
  • 9 - 08 Perception Driving States Branch 08PerceptionLogic.mp4
    22:39
  • 9 - Branch Link.txt
  • 10 - 09 Behaviour Trees Idle Branch 09BehaviourTreeIdle.mp4
    23:43
  • 10 - Branch Link.txt
  • 11 - 10 Behaviour Trees Patrols.mp4
    23:02
  • 11 - Branch Link.txt
  • 12 - 11 Animations.mp4
    26:37
  • 12 - Animation Starter Pack.txt
  • 12 - Branch Link.txt
  • 13 - 12 Behaviour Tree Investigating.mp4
    27:18
  • 13 - Branch Link.txt
  • 14 - 13 Behaviour Tree Seeking.mp4
    13:41
  • 14 - Branch Link.txt
  • 15 - 14 Behaviour Tree AttackingFiring.mp4
    28:35
  • 15 - Branch Link.txt
  • 16 - 15 Tweaks Bug fixes.mp4
    24:05
  • 16 - Branch Link.txt
  • 17 - Introduction.mp4
    02:58
  • 17 - PerceptiveAI.zip
  • 18 - Setting up classes.mp4
    10:13
  • 19 - AI Interface.mp4
    09:19
  • 20 - State Functions.mp4
    08:36
  • 21 - Perception Component.mp4
    10:14
  • 22 - Perception Logic.mp4
    13:02
  • 23 - Setting up an Idle System.mp4
    17:23
  • 24 - Finishing Idles and Starting Patrolling.mp4
    14:49
  • 25 - Patrolling BP.mp4
    15:11
  • 26 - Investigation.mp4
    19:48
  • 27 - Seeking.mp4
    25:36
  • 28 - Attacking Part 1.mp4
    16:11
  • 29 - Attacking Part 2.mp4
    14:27
  • 30 - Attacking Part 3.mp4
    18:34
  • 31 - Final Tweaks and Review.mp4
    07:10
  • 31 - PerceptiveAI-Finish-WithRotateAdded.zip
  • 32 - Bonus Aim At BB Entry.mp4
    03:15
  • 33 - Perception.mp4
    18:18
  • 34 - Blackboards and BT Services.mp4
    16:41
  • 35 - Spellcasting.mp4
    14:03
  • 36 - Ability System MockUp.mp4
    19:16
  • 37 - Ability System Tweaks.mp4
    04:57
  • 38 - Learning EQS an Overview.mp4
    31:07
  • 39 - Teleporting with EQS.mp4
    12:02
  • 40 - Final Learning and Closing thoughts.mp4
    11:30
  • Description


    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

    Who is this 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
  • More details


    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

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    Focused display
    Daniel Orchard
    Daniel Orchard
    Instructor's Courses
    Im Daniel, I have been working with the Unreal Engine for almost 12 years now, and spent the majority of that employed as a Unreal Technical Director, working with the Film Industry. I have also worked on a number of games, arch-vis, VR and AR projects, and various other mediums.  I love to teach and share what I have learned, and help developers who may be experience the problems I also went through.
    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 40
    • duration 10:28:00
    • English subtitles has
    • Release Date 2023/05/05