Creating AI with Behavior States in Unreal Engine

Pluralsight
Course Summary
Perceptive AI behavior is a hallmark of a good gameplay experience. This course will show you how behavior states can be used by the game designer to create AI that reacts dynamically to player behavior in their environment. Software required: Unreal Engine 4.12
-
+
Course Description
Enemy characters exhibiting believable reactions to the player and their environment in video games is the hallmark of a good play experience. How can this be achieved in a way that works in any gameplay space? In this course, Creating AI with Behavior States in Unreal Engine, you will learn how to use the power of Perception, Awareness, and Behavior States to create AI that add to fun game scenarios. You will learn how to create an awareness system that can be adjusted easily to tune the difficulty of enemy encounters. The common AAA development practice of defining predetermined search and patrol areas in-game will also be covered, as will the implementation of AI VO feedback systems and solid debugging techniques to easily read AI stats. An addition of a tactical camera system will even be shown to easily observe your AI in any situation regardless of the game situation. At the conclusion of the course, you will thoroughly understand this AAA approach to enemy encounters in combat and stealth games. Software required: Unreal Engine 4.12
-
+
Course Syllabus
Course Overview- 1m 21s
—Course Overview 1m 21sCreating AI Perception and the Basics of AI States- 1h 13m
—Designing an Enemy AI 7m 48s
—Adding Input Actions for Player Movement 6m 53s
—Implementing Player Movement Modes 9m 57s
—Adding a Tactical Camera Mode 9m 30s
—Swapping Between Tactical Cameras 8m 52s
—Adding Input Actions for the Tactical Camera 7m 55s
—Implementing Tactical Camera Zoom 9m 16s
—Toggling the Tactical Camera Between Characters 13m 19sCreating AI Perception and Stimuli- 24m 58sCreating the State Machine and Awareness System- 1h 42mCreating the Patrolling State and Patrol Paths- 1h 2mCreating the Suspicious State- 28m 34sCreating the Searching State- 1h 8mAdjusting the Hostile State and Playtesting the AI- 17m 13s