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Enemy AI & Player Attack in UE 5

🧠 AI Behavior Design     Powered by Behavior Trees, EQS, and AI Perception, etc. for Three Enemy Types

  • Melee Enemy: Patrols, chases, and attacks when sensing or damaged by the player. Can block incoming melee attacks.

  • Ranged Enemy: Patrols, chases, shoots on sight or when hit, and intelligently finds cover to heal when health is low.

  • Mage Enemy: Patrols, chases, teleports, and casts spells from long range.

Boss Enemy – Two Phases:

  • Phase 1: Teleport, weapon throws, close-range attacks, and ground smash

  • Phase 2: AOE attacks from an unreachable platform

👯‍♀️Configurable Faction System   Defines team alignment (e.g., player, ally, enemy)

Includes examples of:

  • 2v1 melee battle (AI vs. AI)

  • Player-aligned ally joining the fight

🧙 Player Abilities

  • Melee and Magic Stances

  • Flash Dash

  • Combo Attack

  • AOE Spell & Self-Healing

🧰 Supporting Systems

  • Extendable Health & Damage System: Modular setup for enemies and players.

  • Projectile System: Easily expandable with different projectile types and effects.

  • Configurable Faction System: Supports dynamic combat scenarios like multi-AI skirmishes & allied assistance for players.

Player Stances: Unarmed, Melee, Magic​

Flash Ability: Instant short-range dash

AOE Attack: Area damage skill

Attack Combo: Chainable melee strikes

Health & Damage System

EQS & Perception: Detects via sight/sound and finds optimal attack positions

Melee Enemy: Patrols, chases, attacks, blocks player strikes.

Player Heal Ability

Ranged Enemy: Patrols, chases, shoots, finds cover, heals when low on health.

Mage Enemy AI: Teleports and casts ranged magic attacks.

Boss Enemy – Two-Phase Encounter: Phase 1: Teleport, weapon throw, melee attacks, ground smash
 Phase 2: AOE attacks from unreachable platform

Dynamic Faction System: Supports ally/enemy group logic, including AI battles & player-aligned companions.

Check Basic AI behavior in this video

Check Advanced AI behavior in this video

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