This video gives a quick playthrough of the project
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This video showcases the A.I Patrol / Wait
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This Image shows the Behaviour Tree used to determine the actions of the A.I over time. There are two conditional actions: Hear and Chase. If the A.I does not perceive the noise from the lure and/or sees the player, the Behaviour Tree sequence will continue with the Patrol and Wait sequence.
When the task is activated, it sets the A.I movement speed to 1000cm/s
Activated by the A.I perceiving the noise emitted by the Lure. This sets the A.I movement speed to run [1000.0cm/s] and returns the world vector of the noise emitter to a Blackboard Vector used by the MoveTo action on the Behaviour Tree.
This Task sets the movement speed of the A.I to a walking speed and finds a random vector with range of the A.I and returns it as a Blackboard Vector to be used by the MoveTo action.
Player interacts with the pickup. This then sets the number of Inv Scrap [int] in the First-Person Blueprint
On tick, the First-Person Blueprint checks the number of items held by the player and sets the Inventory Cap [float]. This is then used by the widget blueprint to display the percentage of inventory space in a progress bar.