AI Patrol Points - Dev tool - in Unreal Engine 5
In this Unreal Engine 5 tutorial, I take the AI patrol path system to the next level by upgrading the visualizer tool for patrol points. Now, with optimized instanced static meshes, clearer icons, and improved visuals, it's much easier to see where your AI will patrol. This new and improved visual tool allows you to track AI patrol points more efficiently and helps you design better paths for your NPCs. Follow along to see how to implement this update in your own Unreal Engine 5 projects!
Shout out to JY for the art direction!
πΉ Downloads:
Patrol Path Icons:
https://mega.nz/file/lc0xnT6b#5QBgcigKWRJ-Tgokj2Ag5lcR8dnFsZkpLF6zzcymoLk
πΉ What You'll Learn:
π Improving the debug visualizer
π Using instanced static meshes
π Creating editor events
πΉ Chapters:
0:00 - Introduction
1:39 - Icons & Materials
2:48 - Instanced static mesh
4:33 - Removing old code
5:18 - Clearing old splines
7:04 - Spline visibility
7:34 - Start position
8:03 - End position
8:40 - Generating instances
13:27 - GetLocationAtIndex
14:42 - Adding instances
17:09 - Draw spline loops
18:07 - UpdateAllSplines
19:08 - Patreon
19:18 - Result
21:42 - Stretching
22:29 - Outro
πΉ Connect With Me:
Find all my links here: https://linktr.ee/d3kryption
πΉ My Setup:
π OS: Manjaro Linux
π CPU: Intel Core i7-4790K @ 4.00GHz
π GPU: Nvidia GeForce RTX 3090 24GB
π RAM: 16GB
π Headphones: Audio Technica ATH-M50X
π Mic: Audio Technica AT2020
π DAC: Behringer UMC22
π Keyboard: Keychron Q3 QMK with Krome Keycaps - Pudding rainbow kanji-hiragana caps
π Mouse: Logitech G403
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