#10 AI Strafe Movement in Combat (EQS + Motion Matching) | RPG Framework in Unreal Engine 5
Infinity Edge Games · 1,622 words · 8 min read · EN-ORIG

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[Music] ever wondered how games like Assassin's Creed Valhalla make enemy AI move so dynamically during combat constantly circling and positioning themselves for the perfect strike in today's tutorial we're diving into that exact feature using Unreal engines environment query system eqs and motion matching to create enemies that can intelligently strafe around their targets in realtime combat
stick around and let's bring this key combat Behavior to your RPG framework first go to enemy blueprint here we need to replace Manny with fortnite skeletal mesh
then add another skeletal mesh as a child to the existing
one select s km Manny for animation class select a b p generic retargeter in order for this animation class to work we need to add tag to the new skeletal mesh tag must be the same like value of the key that refers to ik retargeter we would like to use this value you can find in generic retargeter
animation blueprint in property ik retargeter [Music] map then select param mesh disable its visibility and set visibility based anom tick to always tick pose and refresh bones now we need to fix attachment weapon to socket go to the event graph and replace mesh with new skeletal mesh and begin play
event also we need to set his armed variable to True right after the sword actor is attacked a skeletal mesh socket let's play and see how enemy will move now we had this problem that movement animations are are not played this is because we are using AI move to task in our enemy Behavior Tree by
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