es, I am going to continue with the AI system of the enemy NPC characters. Here, we will improve the AI behavior tree to enable the AI character to dynamically decide whether to run or walk based on the situation. For example, if the AI character has seen an enemy and getting into a fight, it will be running. And if the player breaks the line of sight, he will run to the last seen position. But after that if the enemy still has not seen the enemy, it doesn't make sense to run around. So he will start searching around the area walking. After a while, if still, the player is nowhere to be seen, the AI character will return to the original location walking and start free-roaming again. Here we will write an interface function to override gait(Movement Mode) of the character through the AI behavior tree through a BTTask.
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