Smart Enemy AI | (Part 4: EQS) | Tutorial in Unreal Engine 5 (UE5)
Ali Elzoheiry · 8,141 words · 41 min read · EN-ORIG

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[Music] Welcome back everyone to part four of our Unreal Engine 5 tutorial series on smart enemy AI. Uh in this part we'll be covering the EQS or the environment query system and we're going to be creating uh functionality for the enemy like this that allows the enemy to strafe around the player in a certain
radius. Uh, and then after a while, the enemy will go attack the player and then go back to strafing. And I'll also be showing you how to create functionality like this where the enemy goes to hide behind cover, waits a few seconds, comes out to attack the player, and then goes to hide again.
And we'll be using the environment query system to implement all this functionality which allows the enemy to understand um the environment around them and behave in a more smart way and position themselves in a smart way. So let's get started. So this is where we left off uh last time. Uh we have this enemy that
patrols. I can make a sound. The enemy hears the sound. The enemy sees me and starts attacking. Uh, but the attacking state is quite boring. The enem is just constantly attacking, not moving, and if I run away, the enemy just chases me and starts attacking again. So, we're going to make this state a bit more
interesting by making the enemy strafe around the player. And we're going to be using the EQS or the environment query system to get the strafe location. So, let's see how we can do that. But before we jump into the EQS, uh there are just some animations that I set up already. Uh and I'm going to go
over it real quick, but I'm not going to show you how to create them, of course, cuz it's an AI tutorial, not an animations tutorial. Um but I did create this uh blend space, which is just basically four different animations uh that we're going to be using for strafing. So, move forward, move left,
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