Курс по изучению Unreal Engine Урок 9.1 - Работа с ИИ. Behavior Tree

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Developer NikkPublié le :
24/05/2025Vues :
438Description :
00:00 – The lesson begins with the creation of an AI project. 01:27 – A non‑player character is introduced. 02:32 – An AI controller is set up, and at 04:09 the NPC pawn is configured. 07:34 – Basic patrolling behavior is implemented, followed by 10:14 where the AI controller is attached to the pawn. 11:45 – A navigation mesh is added, and 13:28 the patrolling is tested. 14:27 – A problem with the base ABP_Manny is identified, leading to a refactor at 15:08. 16:38 – AI movement with animation is demonstrated, and 17:52 – various programming approaches for AI are discussed. 22:12 – The AI Perception component is introduced, with 22:48 the senses are configured and 22:55 vision added. 25:40 – A debug menu is enabled for AI debugging, and 26:36 the Age is set. 28:00 – AI Perception is moved into the AI controller, and 29:20 vision is tested. 29:51 – Hearing is added, 31:10 noise is created, and 32:34 hearing is tested. 33:56 – A reaction to damage is built, 36:43 – detection and loss of player visibility are handled. 41:11 – The lesson shifts to Behavior Trees, starting with 42:08 Blackboard, 43:47 the tree graph, and 45:22 a DebugTask for debugging. 52:36 – Patrol logic is constructed using DebugTask, 57:23 the tree is launched from the controller, and 58:35 state switching is shown. 01:00:04 – The Investigating state is explored, 01:02:41 a TargetActor variable is created, 01:03:43 an interface for AI interaction is added, 01:05:21 a decorator for state switching is built, 01:07:16 decorators are added to state branches, 01:09:31 state switching with decorator is tested, 01:11:08 a new attack branch with DebugTask is created, 01:13:42 a new Blackboard variable is added, 01:14:10 a service calculates distance to the player, 01:16:00 the service writes to the Blackboard via BlackboardKeySelector, 01:16:51 the service is configured, 01:17:55 distance is tested, 01:19:42 a decorator switches between melee and ranged attacks, 01:23:22 the switch is tested, 01:25:06 all blocks are composed into a single logic, 01:26:30 a decorator checks pursuit distance, 01:28:39 pursuit behavior is tested, 01:31:15 a movement task is created, 01:32:56 the use of Abort in tasks is explained, 01:34:05 a movement variable is added to the Blackboard, 01:34:25 the variable is read, 01:35:05 the movement task is added to the tree, 01:35:49 a task to get a patrol point is created, 01:37:55 the task is added and configured, 01:38:30 patrolling is tested, 01:38:56 movement is added to Investigating, 01:39:29 the movement task is refactored for Patroling and Investigating, 01:41:18 the task is set in the tree, 01:41:38 testing, 01:42:21 a turn-to-player task is implemented, 01:42:53 a service for turning to the player is created, 01:43:44 the service is connected, 01:44:16 turning is tested, 01:45:33 animation is added via tasks, and 01:46:39 the lesson concludes.
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