This tutorial was made with the approval from the maker of AI Behavior Toolkit.
We both agreed that it would be a good idea to have a tutorial like this, to make things more convenient for everyone. The two packs are still separate products on their own, this tutorial simply shows how to integrate one into the other, it does not mean that other assets cannot be used.
With that said, let’s begin…
1. create a new FPS Game Starter Kit project
2. create a new AI Behavior Toolkit project
Now both need to be slightly modified in order to be able to work together.
10. now open BP_NPC_Base (AIBehaviorToolkit/Blueprints/) and change its health and damage values, this is a required step because of the different health logic used.
11. optional step, but I found out that if you get rid of the Delay inside BP_BehaviorComponent (AIBehaviorToolkit/Blueprints/) the AI can be placed right in front of the player and will start to react without any errors.
12. Additional tip, a user named WyvernSoft wrote this on my store page:
I don’t know where to post this info but here I go. If you’re having trouble doing melee damage to the AI from AIBehaviorToolkit, that’s due to the Collision on the CapsuleComponent. Here’s what you have to do to fix that.
First, navigate to the Capsule Component of the BP_NPC_Base and then scroll down to the collision section.
Second, you need to switch the Collision Preset from Pawn to Custom, and make the Object Type Enemy. (Double check Collision Enabled is set to Query and Physics)
Third, set allCollision Response to Block, except Water. Set Water to Overlap.
And that’s it! GL;HF
13. Another nice tip comes from Blue on Discord:
Weapon Spread on AI Behavior Toolkit
It only spreads it left to right and not up and down, but its better than pinpoint shots Messing with Y makes it unable to aim up or down, and Messing with Z makes all shots go backwards Add the circled red logic to the the BP_NPC_Base, on the Perform Ranged Attack function
AI Behavior Toolkit is now integrated into FPS Game Starter Kit