‫Hello and welcome.
‫In this lecture, we're going to be setting up the basics in place for our eye, getting started on
‫the whole AI process, which is going to be quite a series of lectures.
‫So we're starting with a revision of AI controllers and blueprints.
‫Let's dive in and see what we're revising.
‫So let's check back in with our project plan at the moment.
‫We have done player movement, animation, shooting, health and death.
‫So far.
‫Those things are pretty much covered.
‫We're going to look next at a very big chunk, which is going to be the enemy A.I..
‫So let's get started.
‫The first thing we always need to do with A.I. is to have an AI controller.
‫So we're going to go over and create a C++ one.
‫Then I'm going to challenge you to create the Blueprint subclass and hook it up as the default for the
‫pawn.
‫So we're going to go to add new.
‫Create a new C++ class in here.
‫And then we're going to go down and look for if there is an AI controller in here, I'm not sure if
‫there is.
‫So I'm going to do show all classes and look for the AI controller and we're going to use that as our
‫base class.
‫Go ahead and rename it to something like Shooter A.I. Controller.
‫And go and create that class.
‫And once that's gone ahead and generated and recompiled, which may take a little while in your system,
‫you should end up with a C++ class like this.
‫Now, that's pretty much all I'm going to do, because the rest, you should be able to remember some
‫of it yourself.
‫We've done a lot of this in the previous section already, so let's see if you can do it.
‫So here's the challenge.
‫To create a blueprint child, you're going to have to first create the child class, then set it as
‫the I for our blueprint character.
‫You may or may not remember, but that has to go.
‫You go into your blueprint for the character, the first person.
‫Well, third person shooter character.
‫And you can set the AI that should automatically possess these characters when they're placed in the
‫world.
‫And then test the actors are created to test that.
‫The AI controller actors are created by basically possessing, doing an F8 and having a look in your
‫world outline and to see if those actors are present.
‫Pause the video and have a go.
‫Okay.
‫Welcome back.
‫So first of all, we're going to create a blueprint child class here.
‫So I'm going to do that by going to add new blueprint class and I'm going to make it a child of the
‫shooter A.I. controller, and then I'm going to call it the BP underscore shooter AI controller.
‫I can get the capitalization right.
‫Like so.
‫And then we want to make that the default A.I. for our BPP shooter character.
‫So I'm going to open up the beep issue to character and dock it to the main window and then I'm going
‫to go to the class defaults details.
‫And in here we should have under the pawn settings the AI controller class which we want to switch over
‫to the beep underscore shooter AI controller so I can click all save.
‫Okay, do all of that and go alt p to play and then f eight to d possess and have my mouse back and
‫look in the world outline.
‫We should be looking for a shooter A.I. and here we go.
‫The beep shooter AI controller is being created for that character we put in the world.
‫If you are to put more characters in the world, there would be more A.I. controllers being created
‫and do watch out that it is the blueprint version being created because we want any of the modifications
‫that we make in Blueprint to be showing up in our game, basically.
‫Cool.
‫So we've just gone through a quick revision of how we typically set up AI controllers and the next lecture
‫will be actually making that AI controller do something, basically aiming at our player.
‫So you there.