UE4 Initial Setup of AI Logic Driven Behavior

Опубликовано: 02 Август 2026
на канале: Ian Walsh
434
10

Using the unreal engine pawn sensing component, for debug purposes, I created materials that mimic the sight and sound parts. Based on peripheral and radius, the material i setup converts to a 2D plane. same thing happens with the hearing theshold. however, i established "hearing" as sense, prey/predators/water/food give off "make noise" but the wolf itself has 2 sense types, sight(in blue) and proximity(orange). I exaggerated the buildup of hunger and thirst to test need priority. Basically ill be working towards creating an Ecosystem Simulation with Predator/Prey, with inherited genes/mutations. the food and water nodes in the end would be hidden but spawned in the areas they represent. onbeginplay, for debug, each wolf has a random color.(only hunger/thirst is computed). this is the current result of several attempts at self sustaining AI, behavior trees, EQS i'm not established enough, so created my own behavior type component/logic.