Hey everyone! In today's tutorial, we're going to show you step-by-step how to build an Enemy Attack Token System in Unreal Engine 5.
One of the most common issues with game AI is that all enemies tend to rush and attack the player at the exact same time. It feels unnatural, ruins the gameplay pacing, and makes it incredibly difficult for the player to read and react to combat moves.
To fix this, we implement "Attack Tokens" to manage the enemies-controlling exactly when they can strike and which one gets to go first. In this tutorial, we will look at how combat looks before and after the system, dive into the Behavior Tree, and set up the manager components behind the scenes.
⏳ Timestamps:
00:00 - Introduction & The Simultaneous Attack Problem
00:30 - Preview: How Combat Looks Without the Token System
00:54 - Behavior Tree Overview & Tutorial Goals
01:29 - How the Token Logic Works (Permission to Attack)
02:24 - Setting up the Attack Token Component on the Player
03:14 - Coding the RequestAttackTokens Function
03:55 - Coding the ReleaseAttackTokens Function
04:49 - Setting up the Logic on the Enemy's Side
05:39 - Creating the Token Check Decorator & Enemy Manager
07:26 - Finishing the Attack & Returning the Token
07:55 - Preventing AI Crowding Using RVO Avoidance
08:44 - Final Demo: The System in Action!
08:57 - Tweaking Attack Frequency with Cooldowns & Outro
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