AI - General Showcase
This post showcases my general knowledge of Unreal’s AI systems (behavior trees, perception system, & EQS). This page will be occassionally updated with more work.
AI Patrolling Using Splines
AI Perception: Sight
AI Perception: Damage
AI receives perception damage event from player key input.
AI Perception: Sound
AI enters investigative state when player sound is in range. After a few seconds without disturbance, they will become passive. AI wil attack player when in sight.
EQS - Strafing
The AI’s query generates 5 items in a circle around its attack target and randomly chooses the immediate left/right item to strafe to.
EQS - Fleeing
The AI’s query generates a simple grid around its attack target and runs line traces between each item from the attack target to determine which are out of sight. The trace is Z offset by 100uu to take into account character height (eyesight). The AI will choose the closest best option.