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 identify the footstep noise and shooting noise as different noises and react accordingly. Shooting sound is a major disturbance and they should quickly react and prepare for a fight. While hearing of a footstep sound is something minor and they can just look at the direction they heard it and maybe search or ignore it. We are going to look into how to implement these different behaviors today. All the behaviors will be implemented using unreal behavior tree with tasks and services.
Advanced locomotion system: https://www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1
CodeLikeMe Third-Person shooter series: https://www.youtube.com/playlist?list=PLKLABJGyKV-CmWAXXeuUTer0iI0kSG1W4
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project files
https://www.patreon.com/posts/63654325