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Unreal Engine 5: Blueprint Melee Combat AI from Scratch - Learn to Design and Create Two Unique AIs



Unreal Engine 5: How to Create Blueprint Melee Combat AI from Scratch




Unreal Engine 5 is a powerful tool for creating realistic and immersive games, but it can also be used for other types of projects, such as product design, architecture, and more. In this tutorial, we will learn how to use Unreal Engine 5's blueprint visual scripting system to create a melee combat AI from scratch. We will cover the basics of setting up the project, importing the assets, creating the character and AI blueprints, setting up the animations and behavior tree, adding combat logic and damage system, and testing and debugging the AI. By the end of this tutorial, you will have a working melee combat AI that can attack, dodge, block, stun, jump, and die.




unreal engine 5 blueprint melee combat ai from scratch free download



Introduction




What is Unreal Engine 5 and why use it for melee combat AI?




Unreal Engine 5 is a real-time 3D creation tool that can be used for game development, product design, architecture, and more. It has many features that enable photorealistic worlds, such as nanite (a virtualized micropolygon geometry system that allows for billions of triangles) and lumen (a fully dynamic global illumination solution that reacts to scene changes). It also has a rich asset store where you can find and import resources for your project.


One of the advantages of using Unreal Engine 5 for melee combat AI is that it has a powerful visual scripting tool called blueprint. Blueprint allows you to create logic without writing code, by using nodes that represent functions, variables, events, etc. You can easily create complex behaviors by connecting nodes in a graph. Blueprint also has a built-in debugger that lets you see what is happening in your script at runtime.


What are the benefits and features of blueprint visual scripting?




Blueprint visual scripting has many benefits and features that make it ideal for creating melee combat AI. Some of them are:


How to create a melee combat system in UE5 using blueprints


UE5 blueprint melee combat tutorial for beginners


Learn UE5 blueprint melee combat AI from scratch with Udemy


UE5 blueprint melee combat AI example project download


UE5 blueprint melee combat AI best practices and tips


UE5 blueprint melee combat AI dragon boss fight


UE5 blueprint melee combat AI animation and damage system


UE5 blueprint melee combat AI sphere trace and hit reaction


UE5 blueprint melee combat AI fire-spreading skill and effect


UE5 blueprint melee combat AI fly and land logic


UE5 blueprint melee combat AI summon mob and level transition


UE5 blueprint melee combat AI death event and restart


UE5 blueprint melee combat AI character setup and import


UE5 blueprint melee combat AI framework and flow chart


UE5 blueprint melee combat AI strafe and turn in place


UE5 blueprint melee combat AI stun and knock back hit reaction


UE5 blueprint melee combat AI HP bar and UI


UE5 blueprint melee combat AI bite and smash attack


UE5 blueprint melee combat AI claw and fire ball attack


UE5 blueprint melee combat AI map setup and package


How to make a fire-spreading dragon AI in UE5 using blueprints


How to make a basic humanoid melee combat AI in UE5 using blueprints


How to use animation blueprints for melee combat in UE5


How to setup an attack that deals damage and kills enemies in UE5


How to import and change character mesh for melee combat in UE5


How to setup movement animations for melee combat in UE5


How to implement strafing movement for melee combat in UE5


How to implement turn in place for melee combat in UE5


How to add stun attack and jump attack for melee combat in UE5


How to add attack sphere and hit reaction for melee combat in UE5


How to add player HP bar and enemy HP bar for melee combat in UE5


How to add death event and restart for melee combat in UE5


How to create a formal map and package your project for melee combat in UE5


How to add bite attack and turn in place for dragon AI in UE5


How to add smash attack and claw attack for dragon AI in UE5


How to add spread fire attack and fire ball attack for dragon AI in UE5


How to implement fly animations and logic for dragon AI in UE5


How to add skill of summon mob for dragon AI in UE5


How to add level transition and level design for dragon AI in UE5


How to debug and adjust logic for dragon AI in UE5



  • It is easy to learn and use. You don't need any prior programming knowledge or experience. You can simply drag-and-drop nodes from the palette or context menu, set their properties in the details panel, and connect them in the graph.



  • It is fast and efficient. You can see the results of your script immediately in the viewport or the game mode. You can also use hot-reload and live-edit features to make changes without restarting the game.



  • It is flexible and modular. You can create reusable functions, macros, and variables that can be shared across different blueprints. You can also use inheritance and interfaces to create hierarchies and interactions between blueprints.



  • It is integrated and compatible. You can use blueprint to access and manipulate any aspect of the Unreal Engine 5 framework, such as physics, audio, animation, UI, etc. You can also use blueprint to call C++ functions or vice versa, if you need more control or performance.



What are the best practices and examples of melee combat AI design?




Melee combat AI design is a challenging and rewarding task that requires careful planning and testing. Some of the best practices and examples of melee combat AI design are:



  • Define the goals and personality of your AI. What is the motivation and behavior of your AI? Is it aggressive, defensive, stealthy, or something else? How does it react to different situations and stimuli? How does it communicate with other AI or the player?



  • Use a finite state machine or a behavior tree to model your AI logic. A finite state machine is a system that has a set of states and transitions between them based on conditions. A behavior tree is a hierarchical structure that has a set of nodes that represent tasks, services, and decorators. Both systems can help you create clear and modular AI logic that can be easily modified and debugged.



  • Use perception and decision systems to make your AI aware and adaptive. Perception systems are used to detect stimuli from the environment, such as sight, sound, touch, etc. Decision systems are used to evaluate the stimuli and choose the best action based on some criteria, such as distance, health, priority, etc.



  • Use animation blending and montages to make your AI smooth and responsive. Animation blending is used to transition between different animations seamlessly, such as idle, walk, run, etc. Animation montages are used to play specific animations for certain actions, such as attack, dodge, block, etc.



  • Use collision detection and damage system to make your AI realistic and interactive. Collision detection is used to determine if two objects are overlapping or touching each other, such as a sword and a body. Damage system is used to calculate the amount of damage inflicted by an attack and apply the effects, such as hit reaction, health reduction, stun, etc.



Some examples of melee combat AI design in games are:



  • The Witcher 3: Wild Hunt - The game features a variety of enemies with different abilities and behaviors that require different strategies to defeat. The enemies can also cooperate with each other or flee from danger.



  • God of War - The game features a dynamic combat system that allows the player to use different weapons, skills, and environmental objects to fight against enemies. The enemies can also react to the player's actions and change their tactics accordingly.



  • Assassin's Creed Valhalla - The game features a visceral combat system that allows the player to use different weapons, shields, axes, bows, etc. to fight against enemies. The enemies can also use different weapons, formations, and abilities to challenge the player.



Step 1: Setting up the project and importing the assets




How to download and install Unreal Engine 5




To download and install Unreal Engine 5, you need to follow these steps:



  • Create an Epic Games account or sign in with an existing one on .



  • Download and install the Epic Games Launcher from .



  • Open the Epic Games Launcher and go to the Unreal Engine tab.



  • Select Library from the left menu and click on the + button next to Engine Versions.



  • Select Unreal Engine 5 Early Access from the list and click on Install.



  • Wait for the installation process to complete.



How to create a new project and choose a template




To create a new project and choose a template, you need to follow these steps:



  • Open the Epic Games Launcher and go to the Unreal Engine tab.



  • Select Launch from the Unreal Engine 5 Early Access section.



  • Select Games from the New Project Category window and click on Next.



  • Select Third Person from the Choose Your Project Template window and click on Next.



  • Enter a name for your project, such as MeleeCombatAI, and choose a location to save it.



  • Click on Create Project and wait for the project to load.



How to import the character model and animations




To import the character model and animations, you need to have some assets ready. For this tutorial, we will use a free asset pack from the Unreal Engine Marketplace called Paragon: Wukong. You can download it from . To import the character model and animations, you need to follow these steps:



  • Open the Epic Games Launcher and go to the Unreal Engine tab.



  • Select Marketplace from the left menu and search for Paragon: Wukong.



  • Click on Add to Project and select your project from the list.



  • Wait for the asset pack to download and install.



  • Open your project and go to the Content Browser.



  • Navigate to Content > ParagonWukong > Characters > Heroes > Wukong > Meshes.



  • Right-click on Wukong_BaseMesh and select Asset Actions > Migrate.



  • Click on OK and select your project folder as the destination.



  • Repeat steps 7 and 8 for Wukong_Skeleton and Wukong_AnimBP.



You have now imported the character model and animations for your melee combat AI.


Step 2: Creating the character blueprint and setting up the animations




How to create a character blueprint and add components




A character blueprint is a blueprint that inherits from the Character class, which provides basic functionality for a playable character, such as movement, collision, camera, etc. To create a character blueprint and add components, you need to follow these steps:



  • Go to the Content Browser and right-click on an empty space.



  • Select Blueprint Class from the menu and search for Character in the All Classes window.



  • Select Character and click on Select.



  • Enter a name for your character blueprint, such as BP_MeleeCharacter, and click on OK.



  • Double-click on your character blueprint to open it in the Blueprint Editor.



  • In the Components tab, click on Add Component and search for Skeletal Mesh.



  • Select Skeletal Mesh and rename it to Mesh in the Details panel.



  • In the Details panel, under Skeletal Mesh, click on the dropdown menu and select Wukong_BaseMesh.



You have now created a character blueprint and added a skeletal mesh component for your melee combat AI.


How to set up the movement and input logic




To set up the movement and input logic for your character blueprint, you need to use some nodes from the Character Movement Component, which handles the physics-based movement of a character. You also need to use some nodes from the Input System, which allows you to bind keys, mouse buttons, gamepad buttons, etc. to events or actions. To set up the movement and input logic for your character blueprint, you need to follow these steps:



  • In the Blueprint Editor, go to the Event Graph tab.



  • Right-click on an empty space and search for Event BeginPlay.



  • Select Event BeginPlay and drag a wire from its execution pin (the white triangle).



  • Search for Set Max Walk Speed in Crouched in the context menu and select it.



  • In the Details panel, under New Max Walk Speed in Crouched, enter 300 as the value. This will set the maximum speed of your character when crouching.



  • Right-click on an empty space and search for Axis Events > InputAxis MoveForward.



  • Select InputAxis MoveForward and drag a wire from its execution pin.



  • Search for Add Movement Input in the context menu and select it.



  • In the Details panel, under World Direction, click on the dropdown menu and select Get Actor Forward Vector. This will set the direction of your character's movement based on its forward vector.



  • In the Details panel, under Scale Value, click on the dropdown menu and select Axis Value. This will set the scale of your character's movement based on the input value.



  • Repeat steps 6 to 10 for InputAxis MoveRight, but use Get Actor Right Vector instead of Get Actor Forward Vector in step 9. This will set the direction of your character's movement based on its right vector.



  • Right-click on an empty space and search for Action Events > InputAction Jump.



  • Select InputAction Jump and drag a wire from its pressed execution pin.



  • Search for Jump in the context menu and select it. This will make your character jump when the jump action is pressed.



  • Drag a wire from the released execution pin of InputAction Jump.



  • Search for Stop Jumping in the context menu and select it. This will make your character stop jumping when the jump action is released.



  • Right-click on an empty space and search for Action Events > InputAction Crouch.



  • Select InputAction Crouch and drag a wire from its pressed execution pin.



  • Search for Crouch in the context menu and select it. This will make your character crouch when the crouch action is pressed.



  • Drag a wire from the released execution pin of InputAction Crouch.



  • Search for UnCrouch in the context menu and select it. This will make your character stand up when the crouch action is released.



You have now set up the movement and input logic for your character blueprint.


How to create an animation blueprint and add state machines




An animation blueprint is a blueprint that controls the animation of a skeletal mesh. It has a set of nodes that represent animation assets, such as animations, blendspaces, montages, etc. It also has a set of nodes that represent logic, such as variables, events, functions, etc. To create an animation blueprint and add state machines, you need to follow these steps:



  • Go to the Content Browser and right-click on an empty space.



  • Select Animation > Animation Blueprint from the menu and choose Wukong_Skeleton as the parent class in the Pick Parent Class window.



  • Enter a name for your animation blueprint, such as ABP_MeleeCharacter, and click on OK.



  • Double-click on your animation blueprint to open it in the Animation Blueprint Editor.



  • In the Anim Graph tab, right-click on an empty space and search for State Machine.



  • Select State Machine and rename it to Base Pose in the Details panel.



  • Double-click on Base Pose to open it in the State Machine Editor.



  • Right-click on an empty space and search for Add State.



  • Select Add State and rename it to Idle/Run in the Details panel.



  • Double-click on Idle/Run to open it in the Graph Editor.



  • In the Asset Browser, search for Wukong_IdleRun_BlendSpace1D and drag it to the graph.



  • Connect its output pin (the green circle) to the Result node's input pin (the white triangle).



  • In the My Blueprint tab, right-click on an empty space and search for Add Variable.



  • Select Add Variable and rename it to Speed in the Details panel.



  • In the Graph Editor, right-click on an empty space and search for Get Speed.



  • Select Get Speed and connect its output pin to Wukong_IdleRun_BlendSpace1D's input pin (the blue circle).



You have now created an animation blueprint and added a state machine for your character's idle/run animation. You can add more states and transitions for other animations, such as jump, crouch, attack, etc.


Step 3: Creating the AI blueprint and setting up the behavior tree




How to create an AI blueprint and add components




An AI blueprint is a blueprint that inherits from the AI Controller class, which provides basic functionality for controlling an AI character, such as perception, navigation, decision making, etc. To create an AI blueprint and add components, you need to follow these steps:



  • Go to the Content Browser and right-click on an empty space.



  • Select Blueprint Class from the menu and search for AI Controller in the All Classes window.



  • Select AI Controller and click on Select.



  • Enter a name for your AI blueprint, such as BP_MeleeAIController, and click on OK.



  • Double-click on your AI blueprint to open it in the Blueprint Editor.



  • In the Components tab, click on Add Component and search for AI Perception.



  • Select AI Perception and rename it to Perception in the Details panel.



  • In the Details panel, under Senses Config, click on the + button and select AISense Sight from the dropdown menu.



  • In the Details panel, under AISense Sight, adjust the parameters as you like. For example, you can set the Sight Radius to 1000, the Lose Sight Radius to 1200, the Peripheral Vision Angle Degrees to 90, etc. These parameters will determine how far and wide your AI can see.



  • Repeat steps 7 and 8 for AISense Hearing and AISense Damage. These senses will allow your AI to hear sounds and detect damage from other sources.



You have now created an AI blueprint and added an AI perception component for your melee combat AI.


How to set up the perception and decision logic




To set up the perception and decision logic for your AI blueprint, you need to use some nodes from the AI Perception Component, which handles the detection of stimuli from the environment. You also need to use some nodes from the Behavior Tree System, which allows you to create a hierarchical structure of tasks, services, and decorators that define the AI behavior. To set up the perception and decision logic for your AI blueprint, you need to follow these steps:



  • In the Blueprint Editor, go to the Event Graph tab.



  • Right-click on an empty space and search for Event BeginPlay.



  • Select Event BeginPlay and drag a wire from its execution pin (the white triangle).



  • Search for Run Behavior Tree in the context menu and select it.



  • In the Details panel, under Behavior Tree Asset, click on the dropdown menu and select None. We will create a behavior tree later and assign it here.



  • Right-click on an empty space and search for Event Receive Perception Updated.



  • Select Event Receive Perception Updated and drag a wire from its execution pin.



  • Search for ForEachLoop in the context menu and select it.



  • In the Details panel, under Array, click on the dropdown menu and select Stimuli Source Info. This is an array of structs that contains information about each stimulus detected by the AI perception component.



  • Drag a wire from the loop body execution pin of ForEachLoop.



  • Search for Switch on EAIStimulusType in the context menu and select it.



  • In the Details panel, under Selection, click on the dropdown menu and select Stimulus Type. This is an enum that indicates the type of stimulus detected by the AI perception component, such as sight, hearing, damage, etc.



  • Drag a wire from each case execution pin of Switch on EAIStimulusType (except Default) and add a print string node for each one. You can enter a different message for each print string node, such as "I see something", "I hear something", "I feel something", etc. These nodes are for debugging purposes only and can be removed later.



You have now set up the perception and decision logic for your AI blueprint. You can add more logic to handle different types of stimuli and actions based on them. For example, you can use a blackboard system to store variables that can be accessed by other blueprints or behavior trees. You can also use a simple move to node to make your AI move towards or away from a stimulus source.


How to create a behavior tree and add tasks, services, and decorators




A behavior tree is a graphical representation of a hierarchical structure that defines the AI behavior. It has three types of nodes: tasks, services, and decorators. Tasks are nodes that perform actions, such as moving, attacking, etc. Services are nodes that run in parallel with tasks and provide information or updates, such as checking health, distance, etc. Decorators are nodes that modify or control the execution of tasks or branches, such as conditions, timers, etc. To create a behavior tree and add tasks, services, and decorators, you need to follow these steps:



  • Go to the Content Browser and right-click on an empty space.



  • Select Artificial Intelligence > Behavior Tree from the menu.



  • Enter a name for your behavior tree, such as BT_MeleeAIController, and click on OK.



  • Double-click on your behavior tree to open it in the Behavior Tree Editor.



In the Collision System, which allows you to perform various types of traces or raycasts to detect collisions or overlaps between objects. You also need to use some nodes from the Damage System, which allows you to apply damage and effects to actors. To implement sphere trace for damage detection for your melee combat AI, you need to follow these steps:



  • Open your character blueprint and go to the Event Graph tab.



  • Right-click on an empty space and search for Custom Event.



  • Select Custom Event and rename it to Attack in the Details panel. This will be a custom event that will be called by the attack notify states in the animation blueprint.



  • Drag a wire from the execution pin of Attack.



  • Search for Sphere Trace by Channel in the context menu and select it. This will be a node that will perform a sphere trace along a line and return the first actor that blocks the trace.



  • In the Details panel, under Trace Channel, click on the dropdown menu and select Weapon. This will set the trace channel to Weapon, which is a custom channel that we will create later.



  • In the Details panel, under Start, click on the dropdown menu and select Get Socket Location. This will get the location of a socket on the skeletal mesh component.



  • In the Details panel, under Get Socket Location, enter WeaponSocket as the name of the socket. This will be the name of the socket that we will create later on the weapon bone of the skeletal mesh.



  • In the Details panel, under End, click on the dropdown menu and select Get Socket Location. This will get the location of another socket on the skeletal mesh component.



  • In the Details panel, under Get Socket Location, enter WeaponTipSocket as the name of the socket. This will be the name of the socket that we will create later on the tip of the weapon bone of the skeletal mesh.



  • In the Details panel, under Radius, enter 10 as the value. This will set the radius of the sphere trace to 10 units.



  • Drag a wire from the return value pin of Sphere Trace by Channel (the blue circle).



  • Search for Branch in the context menu and select it. This will be a node that will execute one of two outputs based on a boolean condition.



  • In the Details panel, under Condition, click on the dropdown menu and select Trace Hit. This will set the condition to whether or not the sphere trace hit something.



  • Drag a wire from the true execution pin of Branch.



  • Search for Apply Damage in the context menu and select it. This will be a node that will apply damage to an actor and trigger any damage events or effects.



  • In the Details panel, under Damaged Actor, click on the dropdown menu and select Hit Actor. This will set the damaged actor to the actor that was hit by the sphere trace.



  • In the Details panel, under Base Damage, enter 10 as the value. This will set the base damage to 10 units.



  • In the Details panel, under Damage Causer, click on the dropdown menu and select Self. This will set the damage causer to the character itself.



You have now implemented sphere trace for damage detection for your melee combat AI. You can use this custom event to trigger the attack logic from your animation blueprint. You can also create different custom events for different types of attacks, such as light, heavy, special, etc.


How to add hit reaction and health system




To add hit reaction and health system for your melee combat AI, you need to use some nodes from the Damage System, which allows you to apply damage and effects to actors. You also need to use some nodes from the Animation Blueprint System, which allows you to control the animation of a skeletal mesh. To add hit reaction and health system for your melee combat AI, you need to follow these steps:



  • Open your character blueprint and go to the Event Graph tab.



  • Right-click on an empty space and search for Event Any Damage.



  • Select Event Any Damage and drag a wire from its execution pin (the white triangle).



  • Search for Set Health in the context menu and select it. This will be a node that will set the health of the character.



  • In the Details panel, under Target, click on the dropdown menu and select Self. This will set the target to the character itself.



  • In the Details panel, under Health, click on the dropdown menu and select Float - Float.



  • In the Details panel, under Float - Float, click on the dropdown menu next to A and select Health. This will get the current health of the character.



  • In the Details panel, under Float - Float, click on the dropdown menu next to B and select Damage. This will get the amount of damage received by the character.



  • Drag a wire from Set Health's execution pin.



  • Search for Branch in the context menu and select it. This will be a node that will execute one of two outputs based on a boolean condition.



  • In the Details panel, under Condition, click on the dropdown menu and select <=.



  • In the Details panel, under <=, click on the dropdown menu next to A and select Health. This will get the current health of the character.



  • In the Details panel, under <=, enter 0 as the value for B. This will check if the health of the character is less than or equal to zero.



  • Drag a wire from the true execution pin of Branch.



  • Search for Destroy Actor in the context menu and select it. This will be a node that will destroy the character actor and remove it from the level.



  • Drag a wire from the false execution pin of Branch.



  • Search for Play Montage in the context menu and select it. This will be a node that will play an animation montage on the character's skeletal mesh.



  • In the Details panel, under Skeletal Mesh Component, click on the dropdown menu and select Mesh. This will set the skeletal mesh component to play the animation montage on.



  • In the Details panel, under Montage to Play, click on the dropdown menu and select Wukong_HitReaction_Front. This will set the animation montage to play when the character is hit from the front.



You have now added hit reaction and health system for your melee combat AI. You can use different animation montages for different hit directions or types, such as back, left, right, etc. You can also add more logic to handle other effects, such as stun, knockback, etc.


Step 5: Testing and debugging the melee combat AI




How to spawn and control the AI in the level




To spawn and control the AI in the level, you need to use some nodes from the Level Blueprint System, which allows you to create logic that runs in the level. You also need to use some nodes from the Pawn Possession System, which allows you to control the movement and actions of a pawn. To spawn and control the AI in the level, you need to follow these steps:



  • Open your level and go to the Level Blueprint tab.



  • Right-click on an empty space and search for Event BeginPlay.



  • Select Event BeginPlay and drag a wire from its execution pin (the white triangle).



  • Search for Spawn Actor from Class in the context menu and select it. This will be a node that will spawn an actor of a specified class in the level.



  • In the Details panel, under Class, click on the dropdown menu and select BP_MeleeCharacter. This will set the class of the actor to spawn to your character blueprint.



  • In the Details panel, under Spawn Transform, click on the dropdown menu next to Location and select Get Player Start Transform. This will get the transform of the player start actor in the level and use it as the spawn location.



  • Drag a wire from the return value pin of Spawn Actor from Class (the blue circle).



  • Search for Possess in the context menu and select it. This will be a node that will possess a pawn with an AI controller.



  • In the Details panel, under In Pawn, click on the dropdown menu and select Return Value. This will set the pawn to possess to the spawned actor.



  • In the Details panel, under In Controller, click on the dropdown menu and select Create Default Subobject. This will create a default subobject of a specified class and use it as the controller.



  • In the Details panel, under Create Default Subobject, enter AIController as the name of the subobject.



  • In the Details panel, under Create Default Subobject, click on the dropdown menu next to Class and select BP_MeleeAIController. This will set the class of the subobject to your AI blueprint.



You have now spawned and controlled the AI in the level. You can use different spawn locations or controllers for different AI characters. You can also use different events or triggers to spawn or possess AI characters at runtime.


How to use breakpoints and print strings for debugging




To use breakpoints and print strings for debugging your melee combat AI, you need to use some nodes from the Debugging System, which allows you to pause, resume, and step through the execution of your blueprints. You also need to use some nodes from the Print String System, which allows you to print messages to the screen or the output log. To use breakpoints and print strings for debugging your melee combat AI, you need to follow these steps:



  • Open your blueprint that you want to debug and go to the Event Graph tab.



  • Right-click on a node that you want to pause the execution at and select Add Breakpoint. This will add a red circle on the node that indicates a breakpoint.



  • Repeat step 2 for any other nodes that you want to add breakpoints to.



  • Play the game in the editor and wait for the execution to reach a breakpoint. The game will pause and the blueprint editor will show the current state of the variables and pins.



  • Use the toolbar buttons or the keyboard shortcuts to resume, stop, or step through the execution. You can also hover over or click on any variable or pin to see its value or edit it.



  • To remove a breakpoint, right-click on it and select Remove Breakpoint. To remove all breakpoints, click on the Clear All Breakpoints button on the toolbar.



  • To print a message to the screen or the output log, drag a wire from any execution pin and search for Print String in the context menu. Select Print String and enter your message in the Details panel. You can also adjust the color, duration, and size of the message.



  • Repeat step 7 for any other messages that you want to print.



You have now used breakpoints and print strings for debugging your melee combat AI. You can use these tools to find and fix any errors or bugs in your logic. You can also use other debugging tools, such as watch windows, call stack, breakpoints window, etc.


Conclusion




Summary of what we learned in this tutorial




In this tutorial, we learned how to use Unreal Engine 5's blueprint visual scripting system to create a melee combat AI from scratch. We covered the following topics:



  • What is Unreal Engine 5 and why use it for melee combat AI?



  • What are the benefits and features of blueprint visual scripting?



  • What are the best practices and examples of melee combat AI design?



  • How to set up the project and import the assets?



  • How to create the character blueprint and set up the animations?



  • How to create the AI blueprint and set up the behavior tree?



  • How to add combat logic and damage system?



  • How to test and debug the melee combat AI?



Resources and links for further learning




If you want to learn more about Unreal Engine 5 and blueprint visual scripting, you can check out these resources and links:



  • : The official documentation for Unreal Engine 5, which covers everything from installation, features, tutorials, reference, etc.



  • : The official learning portal for Unreal Engine 5, which offers free courses, videos, articles, projects, etc.



  • : The official YouTube channel for Unreal Engine 5, which features live streams, showcases, tips, tricks, etc.



  • : The official forums for Unreal Engine 5, where you can ask questions, share your work, get feedback, etc.



  • : The official marketplace for Unreal Engine 5, where you can find and download assets, plugins, templates, etc.



FAQs




Here are some frequently asked questions about Unreal Engine 5 and blueprint visual scripting:



  • Q: How can I download Unreal Engine 5?



  • A: You can download Unreal Engine 5 from . You need to create an Epic Games account or sign in with an existing one. You also need to download and install the Epic Games Launcher. Then you can select Unreal Engine 5 Early Access from the Library tab and click on Install.



  • Q: How can I create a new project in Unreal Engine 5?



  • A: You can create a new project in Unreal Engine 5 by launching it from the Epic Games Launcher and selecting Games from the New Project Category window. Then you can choose a template, such as Blank, Third Person, First Person, etc. You can also enter a name and a location for your project and click on Create Project.



  • Q: How can I use blueprint visual scripting in Unreal Engine 5?



  • A: You can use blueprint visual scripting in Unreal Engine 5 by creating a blueprint class that inherits from a parent class, such as Actor, Character, AI Controller, etc. Then you can open the blueprint editor and use nodes to create logic in the event graph or the construction script. You can also add components, variables, functions, macros, etc. to your blueprint.



  • Q: How can I create a melee combat AI in Unreal Engine 5?



  • A: You can create a melee combat AI in Unreal Engine 5 by using blueprint visual scripting and some systems, such as character movement, animation, AI perception, behavior tree, collision, damage, etc. You can also import assets, such as character models and animations, from the marketplace or other sources. You can follow this tutorial to learn how to create a melee combat AI from scratch: .



  • Q: How can I test and debug my melee combat AI in Unreal Engine 5?



  • A: You can test and debug your melee combat AI in Unreal Engine 5 by using some tools, such as level blueprint, pawn possession, breakpoints, print strings, watch windows, call stack, etc. You can also use the play mode or the simulate mode to run your game in the editor and see how your AI behaves.



I hope you enjoyed this tutorial and learned something new. If you have any questions or feedback, please let me know. Thank you for using Bing chat mode. 44f88ac181


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