In this episode we start work on what will be a cornerstone of our AI system in the game we're making: EQS, the Environment Query System. In playing hide and go seek, whenever the AI loses line of sight, it needs an intelligent way to 'guess' where its target might be. This is what we set up EQS to be able to do- to 'speculate on' (I.E., score) possible locations that our player character may be hiding and search accordingly. We also cover how to debug EQS with the standard AI debugging tools in Unreal Engine. Lastly, we cover how to solve the issue with AI characters occasionally getting 'stuck' in their movement.
Although this is just an intro to EQS, we are going to be using EQS quite a bit for our AI over the course of this series.
00:00 Intro
00:15 Today's Goals and Key Concepts
02:08 Enabling EQS Plugin, Creating Environment Query Context, and EQS Query
03:26 Updating Blackboard values and AI Controller for EQS
07:33 Setting up Environmental Query Context
09:25 Setting up EQS Query
12:31 Updating Behavior Tree with EQS
15:39 Testing and Debugging EQS
17:31 ISSUE FIX: AI getting stuck
23:27 Function clean-up
23:54 Conclusion and preview of next episode
New episode released every Saturday morning!
AI References specific to this episode
EQS Quick Start Guide:
https://docs.unrealengine.com/5.0/en-...
EQS documentation:
https://docs.unrealengine.com/5.0/en-...
AI Debugging:
https://docs.unrealengine.com/5.0/en-...
General AI References
Overview of AI in Unreal Engine:
• Unreal Engine AI with Behavior Trees ...
Behavior Trees in Unreal Engine – Quick Start Guide
https://docs.unrealengine.com/5.0/en-...
AI Perception in Unreal Engine:
https://docs.unrealengine.com/5.0/en-...
All Artificial Intelligence Documentation in Unreal Engine 5:
https://docs.unrealengine.com/5.0/en-...
Additional Training on Setting up AI in Unreal Engine:
• AI: State of Mind | Live from HQ | In...