Smart Enemy AI | (Part 9: Stealth Seeking & Perception) | Tutorial in Unreal Engine 5 (UE5)
Ali Elzoheiry · 6,954 words · 35 min read · EN-ORIG

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[Music] Welcome back everyone to part nine of our smart enemy AI series. Uh in this part we're going to be modifying our perception system uh to create a state where the enemy loses sight of us and they start searching for us like oh where could they be? Maybe they've gone here maybe they've gone there. And after
um searching for 20 seconds, which is the age, the forget age that we're going to set, uh the enemy forgets about us and goes back to their passive state. So yeah, 20 seconds over and enemies now passive. Um so of course you can implement this seeking state or you can just implement the forget functionality
when um uh the enemy uh forgets the player after a certain amount of seconds. Uh but you'll see how you can do both and whatever fits your game. So let's get started. All right. So let's do a quick recap of our current perception and how it works. Uh for that, let me just uh disable. So
I'm going to my AI controller. Um I'm just going to disable the uh uh the on possess so that the behavior tree doesn't run so that the enemy just stays in place. Uh, and I'm going to open up the AI debugger by pressing the apostrophe key and pressing four for perception. So, just to recap, uh, if I'm in this
green zone, then the enemy can see me. Uh if I'm out of the um um yeah, so if I'm out of this green zone either by range or um well, not the green zone, sorry. If I'm out of this uh pink zone, then the enemy starts to forget about me. And then the timer starts counting
and when it reaches the max age that we set, which was five, the enemy forgets about me. Uh and also if I'm out of the cone of sight here, same thing. So I see the countdown countdown and reaches five and enemy forgets about me. So right now nothing happens when the enemy forgets me and also nothing
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