This project is a study of the concept and tools used to develop an AI in Unreal Engine 4. In a 1 vs 1 shooter arena, the enemy AI patrols or reacts to the player chasing him or flaking him from outside of the player's view.
The idea was to combine behaviours that use different logics and systems but also meaningful for a patrolling unit.
The enemy character uses three main tools to compose his AI. The first one is using the sight sense of perception component to spot the player within a specific radius and register his location. The AI controller updating the sight parameters when a stimulus is received is the second tool.
Then a behaviour tree chooses to patrol or to react if there is a target. The reaction is chosen randomly betweeen simply chasing the player or to hide and then flank his last known position. Some Environment Query System tasks are performed to determine where to hide and where to flank. Source Code