SamSuka
CodeLikeMe
CodeLikeMe

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Unreal Engine Battle Simulation - Prioritizing Multiple Perceived Actors (ALS #32)

This is the 32nd episode of third person shooter series based on Unreal Advanced Locomotion System. Here, we are going to work on how to prioritize and select the opponents when AI characters are engaged in shooting. In the battle system we have implemented, there can be multiple characters belonging to one team and one AI character can perceive multiple opponent characters at a given time. In order to make the battle more realistic, they should be targeting the enemies closest and easiest to hit. Otherwise, it can look illogical when they try to shoot some enemies far away while there is another enemy right next to them.  Also, when an enemy is dead, they should stop shooting at them and find another enemy to fight. We are going to work on these behaviors today.

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

Unreal Engine Battle Simulation - Prioritizing Multiple Perceived Actors  (ALS #32)

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