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Unreal Engine 4 Tutorial - Stealth AI Part 14: Noise Perception 

Ryan Laley
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In this series we are creating AI and player interactions for a stealth game. This will include stealth movement, patrolling guards, takedowns, and alert phases.
In Part 14 we add footsteps that the enemy can hear and investigate.
Link to Resources: 1drv.ms/u/s!AvfMAVHw1KCirYdUM...
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1 авг 2024

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Комментарии : 11   
@pipwolverine
@pipwolverine 2 года назад
This series is helping me get a degree, thank you so much!!
@ZakPorterBridges0451
@ZakPorterBridges0451 2 года назад
Find the assets in the description... in an empty folder. Cheers lol
@Star_Tank
@Star_Tank 3 года назад
Please put this video and your last 3 parts in the playlist! I thought I was missing something till I came onto your channel and realised I had another 3 hours of coding to do for college coz I need this AI system
@maggie9383
@maggie9383 2 года назад
Thank you for the great tutorials, especially linking the anims and sound effects! Always super helpful
@punchline1729
@punchline1729 2 года назад
Hi, I wanted to Download the footstep SFX through The resource address, but Its folder was empty
@devashishtambade9593
@devashishtambade9593 3 года назад
Thanks Ryan Brother ..✌️
@PrescottLawani
@PrescottLawani 2 года назад
Did you change the Stimulus Node? I have one that has an input pin for AIStimulus. I thought I learned that from this series but now I'm not too sure... Nvm, I looked back into the Sight video and you explained it there :D I can't figure out why they aren't following me by my footsteps though, I'll have to go back and see if I missed anything... I figured that one out too. The field in the Perception node that I made was spelled wrong. Also, does this work with the AI Attacking tutorial you made in 2020? Before I found your channel, I made attacking logic based on an AI MoveTo in an Event Graph for my enemies. If they are in the acceptance radius they do an attack. But with it doing the MoveTo in Event Graph and in the Behavior Tree it is making my enemy movements all wonky. I decided to use a Get Distance To and make a boolean of that in my Attack Graph. It sort of works for now. I'm just trying to find a way to get the enemy to melee or ranged like I had set before I did a Behavior Tree, but I can't seem to figure it out.
@GeRwithLove
@GeRwithLove 3 года назад
Hi, Ryan Brother! Thx for your lessons, its very helpful. I have a problem, when the guard does not see the player, but hears. He resorts to the place where the player was and loses himself on the Investigation Sequence and does not go to the Cautuion Sequence. Where could the problem be?
@aryansaxena4559
@aryansaxena4559 3 года назад
To solve this issue, I did multiple steps- 1) In "Investigating Sequence" I changed the 'Selector' to 'Sequencer'. 2) After "Move To" create a task called "FalseIsInvestigating_Task" that sets "IsInvestigating" to False. 3) Then, copy the loop under "Last Known Location" and paste it after "FalseIsInvestigating_Task". All these steps took place under "Investigating Sequence". 4) In "EnterCautionState_Task", set "IsInvestgating" to true. Hope this helps and gives a more realistic feel.
@TheBlackCatto
@TheBlackCatto 3 года назад
@@aryansaxena4559 Wouldn't that render the whole Caution tree branch ineffective? For Caution to activate it needs to have "IsInvestigating" as false. If you set it to true in "EnterCautionState_Task" just before that, it will skip the caution branch alltogether.
@piotrkowalski5891
@piotrkowalski5891 3 года назад
I have found a different solution. Just add in AI controller Max Age to the hearing sense. This will prevent him from getting stuck. I got value of 20. seem to do the trick.
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