Enemy AI & Player Attack in UE 5
🧠 AI Behavior Design Powered by Behavior Trees, EQS, and AI Perception, etc. for Three Enemy Types
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Melee Enemy: Patrols, chases, and attacks when sensing or damaged by the player. Can block incoming melee attacks.
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Ranged Enemy: Patrols, chases, shoots on sight or when hit, and intelligently finds cover to heal when health is low.
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Mage Enemy: Patrols, chases, teleports, and casts spells from long range.
Boss Enemy – Two Phases:
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Phase 1: Teleport, weapon throws, close-range attacks, and ground smash
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Phase 2: AOE attacks from an unreachable platform
👯♀️Configurable Faction System Defines team alignment (e.g., player, ally, enemy)
Includes examples of:
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2v1 melee battle (AI vs. AI)
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Player-aligned ally joining the fight
🧙 Player Abilities
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Melee and Magic Stances
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Flash Dash
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Combo Attack
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AOE Spell & Self-Healing
🧰 Supporting Systems
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Extendable Health & Damage System: Modular setup for enemies and players.
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Projectile System: Easily expandable with different projectile types and effects.
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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