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Unreal Engine AI Touch Perception (ALS #29)

This is the 29th episode of Unreal Advanced Locomotion System based shooter series. When the Ai fighting each other as in a war, there are some situations characters run into each other without seeing them through the sight perception system. In t...

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Unreal Engine AI vs AI Shooter Combat System (ALS #28)

This is the 28th episode of Unreal Advanced Locomotion System based shooter series. In this episode, I am going to start working on team-based AI vs AI combat system. Here, AI characters who belongs to different teams will be able to detect enemie...

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Unreal Engine NPC AI - Alert Nearby Enemies (ALS #27)

This is the 27th episode of Unreal Advanced Locomotion System based shooter series. In this episode, I am going to continue with the AI system of the enemy NPC characters. Here, we will implement a way to alert other nearby AI-controlled enemy cha...

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Advanced Locomotion System #26 - AI NPC In-fight Movement Variations

In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will work on how to have different movement modes for the AI characters when they are in a fight. When...

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Unreal Engine Enemy NPC AI Weapons Accuracy

This is the 25th episode of the unreal engine advanced locomotion based shooter series. Here we are going to implement two things.  1.  A per weapon accuracy and recoil system that allows us to customize the accuracy of each weapon. So e...

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Unreal Engine Environment Query System (EQS) - Find Covers

This is the 24th episode of the unreal engine advanced locomotion series. But still, you can apply this method to find covers using the environment query system in any project. Here, an environment query will generate a grid around the player char...

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Unreal Engine Custom Sight Perception Target- Head

This is the 23rd episode of the unreal engine advanced locomotion series. But still, you can apply this method to change the point of the character seen by AI sight perception system. By default, AI sight of enemies can see the middle of the chara...

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Unreal Engine Environment Query System (EQS)

This is the 22nd episode of the unreal engine advanced locomotion series. But still, this would be more of an introduction on how to set up and use unreal engine query system along with AI behavior trees. Here, we will implement an environment que...

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Advanced Locomotion System #21 - AI Perception Distinguish Noise Types - Shooting and Footsteps

In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will work on how the AI perception system distinguishes the noise types. For example, they should iden...

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Advanced Locomotion System #20 - Noise Range and Movement Speed

In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will work on how to change the noise range according to the character movement speed. Footstep sounds ...

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Advanced Locomotion System #19 - Enemy AI patrol

In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will add a new variation of NPC AI who has a pre-defined patrol path. Using a spline, we will be able ...

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Advanced Locomotion System #18 - NPC Enemy Variations

In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will add AI hearing/ noise perception capabilities to the NPC characters. Here, we will emit a noise w...

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Advanced Locomotion System #17 - NPC AI Noise Perception and Search

In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will add AI hearing/ noise perception capabilities to the NPC characters. Here, we will emit a noise w...

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Unreal Niagara Coin Explode and collect Effect

In this episode of the unreal engine niagara effects series, I am going to implement a coin explosion effect using unreal niagara simulation system. Here, there will be a rotating coin in the world and when the player walks near that coin, a bunch...

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Advanced Locomotion System #16 - AI Behavior Tree - Run or Walk (Gait)

es, I am going to continue with the AI system of the enemy NPC characters. Here, we will improve the AI behavior tree to enable the AI character to dynamically decide whether to run or walk based on the situation. For example, if the AI character ...

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Advanced Locomotion System #15 - AI Behavior Tree - Search Last Known Position

In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will improve the AI behavior tree to enable the AI character to search around the last known position ...

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Advanced Locomotion System #14 - AI Behavior Tree - Attack and Free-Roaming

In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will improve the AI behavior tree to enable the AI character to identify the player or any other oppon...

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Advanced Locomotion System #13 - NPC AI Sight Perception and Focus

In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will set up AI sight perception for the AI character so they will be able to identify the player and o...

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Advanced Locomotion System #12 - NPC AI Shooting

In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will set up the necessary components and interface functions to start and stop shooting/firing the wea...

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Advanced Locomotion System #11 - NPCs with Different Default Weapons

In this episode of the unreal engine advanced locomotion series, I am going to integrate start working on NPC AI characters. Here we will be re-using the default AI controller available in ALS system which allows AI characters to randomly move aro...

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Advanced Locomotion System #10 - Fire Damage and Flamethrower

In this episode of the unreal engine advanced locomotion series, I am going to integrate fire damage into the ALS character so the player can use a flamethrower and burn and kill them. When the character is hit by fire, burn marks will appear on t...

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Advanced Locomotion System #9 - Explosion Damage

In this episode of the unreal engine advanced locomotion series, I am going to implement explosion damage for the ALS character. if an explosion happens near the ALS character, the character will be thrown away from the explosion and die. The char...

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Advanced Locomotion System #8 - Bullet Hit Damage and Kill

In this episode of the unreal engine advanced locomotion series, I am going to implement bullet hit damage and kill functions to the ALS character. We have already worked on bullet hits and damaging parts in the third-person shooter series and we ...

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Advanced Locomotion System #7 - Sniper Scope

In this episode of the unreal engine advanced locomotion series, I am going to add a sniper scope to the system. We have already worked on a sniper scope in the third-person shooter series and we will be re-using the same component here as well. T...

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Advanced Locomotion System #6 - 14 Different Weapons Integrated

Here is a preview of all the different weapons I have integrated into advanced locomotion system in unreal engine. All the integrated weapons are fully rigged and relevant shooting and reload animations for both player and weapon mesh are added to...

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Advanced Locomotion System #5 - Different Weapon Holding Animations

In this episode of the unreal engine advanced locomotion series, I am going to work on how to have different animations for different weapon types. In the base ALS template, there are only basic rifle and handgun animations available. But when dif...

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Advanced Locomotion System #4 - Swap Weapons

In this episode of the unreal engine advanced locomotion series, I am going to work on a weapon swapping system. We have already implemented a way to pick up weapons. Larger weapons will be attached to the back of the character and handguns will b...

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Advanced Locomotion System #3 - Pickup Weapons

In this episode of unreal engine advanced locomotion series, I am going to work on a weapon pickup system. I the third person shooter project we worked on before, we already had a weapon pickup system and I am going to re-configure the same system...

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Advanced Locomotion System #2 - Weapon Reload Animations

In the previous episode of this series, we added a M16 rifle with shooting and damage capabilities into the advanced locomotion system. Today, we are going to look into how to implement weapon reload animations for both character and gun. In ALS, ...

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Advanced Locomotion System - Weapon Integration

In this unreal engine tutorial, I am going to integrate the M16 rifle with into the advanced locomotion system freely available in the unreal engine marketplace. The m16 rifle is a part of the weapons system I have implemented in the third-person ...

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