Smart Enemy AI | (Part 8.5: Fix Bugs & Improvements) | Tutorial in Unreal Engine 5 (UE5)
Ali Elzoheiry · 4,793 words · 24 min read · EN-ORIG

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[Music] Welcome back everyone to part 8.5. Actually not part nine of the series. Uh and the reason this is part 8.5 is because uh before moving on to part 9 and adding more features uh I wanted to spend some time uh fixing some of the bugs that I've seen and also adding some
uh minor improvements. Um, and also at the end of this tutorial, I have a nice little surprise for uh all my patrons. Um, so stick around. So, first thing uh we want to do or first bug I noticed is that um the idle animations uh aren't looping. So, you see right now the
player is frozen u because uh the idle animation plays once and then it doesn't loop. And I think I did this for all the idle animations. So, let's fix that. Uh let's go to well first one let's go to ABP player the animation blueprint for the player and in our anim graph locomotion under idle uh select the
magic idle and make sure looping uh loop animation is on and we want to do this for all the others as well. We have ABP Manny who has a locom motion state, an idle state, and sword idle. U this one, the mm idle and mf idle were already looping by default, but if they're not,
make sure loop animation is set to true. And uh finally, we have ABP man ranged idle rifle idle looping. And I don't think I changed anything in Quinn. No, not Quinn. It's the same. All right. So now if we play now the idle animation should keep on looping. Perfect. All right. So one bug fixed. That one
was easy. All right. Now second bug a bit more difficult is uh when an enemy is in the passive state and we attack them, they don't um respond to the damage and attack us back. They don't switch to an attacking state. And I thought it's because uh in the um enemies AI in the
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