How to Make a Horror Game in Unreal Engine 5 - Full Beginner Course
FULL TRANSCRIPT
what's up guys welcome to new Unreal
engineer 5 tutorial today I am going to
show you on how to create a complete
first person horror game it will cover
all the things that you need you will
end up with a true first person
controller an intelligent AI that will
be searching you a system to hide in
cupboards and much much more this can be
a very easy build to follow so let's get
started
alright so the first thing that we need
to do is create a new Unreal Engine
right in my case I will be using the
latest Unreal Engine version 5.2 in your
case you can use a potara version you
want but I recommend using the one I'm
using right now or above so we are going
to go ahead and select the third person
template
this is because we are going to be
choosing the true first person approach
which will mean that we'll place our
camera inside of our character's head to
create a super realistic effect
so this is like blueprint the entire
platform will desktop a moment whatever
you prefer because the preset you can
choose whether it's better for your
Hardware sorry content I recommend to
take that on it will give us some tools
that we can use later on rate racing
depending if you want it or not and your
Hardware supports it then select a prior
location and lastly a bright name so
let's go ahead and put so horror game
and let's go ahead and hey great all
right so the editor has opened so when I
create a new product what I like to do
is go into window go into the content
browser and just place it over here in
the bottom part of the screen I just
preferred to have it fixed so I can use
access my assets way easier okay so as
you can see right now we just have our
third person character and so on so
let's go ahead and put our camera in the
player's head to get that realistic
motion and effect let's go into third
person Blueprints and open this up
and now what we can do is go into the
viewport and we can get our camera boom
and just go ahead and put our armlet to
be a zero so now we'll be like without
any separation whatsoever applicants get
our camera boom and just put it inside
of our player's mesh and now as you can
see it's a child so now we have the
option to Anchor it into a socket
basically we're going to Anchor it into
a specific bone in this case of course
it will be our head so you can just put
it in our head there now we're going to
go ahead and go into the location and
reset this so now it'll be perfect there
and we're going to put it a bit forward
as you can see over there so now as you
can see when I press play we have our
camera inside of our player's mesh and
we can move around but there's still a
few things that we have to change right
now you can go backwards and you face
the camera mesh and so on there's a few
things basically so what we're going to
do is go and go and select the character
movement component go down into the
rotation settings and disable a range
rotation to movement because now if we
are going backwards we don't want our
character to rant backwards because it
will see our message we did
let's also go into the class defaults
search for jaw and enable this this will
basically turn the camera uh basically
the whole player to where the camera is
aiming as you can see so now we have
Peak controller perfectly set it up now
let's go ahead and make one thing so our
camera can be a bit more smoother
basically it's a very good trick so what
I can do is Select our camera boom and
search for lag and here I can enable
camera rotation light and then in the
camera rotation like speed this person
like seven and now if I compile go back
here as you can see now the camera is
super smooth and also it will give us
like a type of horror movement effect
now maybe it's a bit too
smooth and to you know with a bigger
transition
and interpolation so the smaller this
will be the greater decimal thickness
will be right now it's very look it's
very harsh but let's put it something
like maybe uh nine or something like
that you can play around with the
settings to what you want but I think 9
will work great for me as you can see
now it's also select the character
movement component and let's go ahead
and uh put the max work speed to be
maybe around 350 so it will be more like
you're walking and a bit more horse you
can see so now we have a full body eye
case you can see full camera movement
with a resting head Bobby motion
smoothness and everything so now we can
go ahead and continue on as we have our
player movement set up so now let's go
ahead and create a flashlight for our
player so let's go inside our follow
camera and let's just go ahead and add a
spotlight and this will be our flash
light over here so we can put a bit more
forward so it will not be overlapping
with the camera we're gonna put a bit
more and we can change the intensity to
get what we want and so on we'll play
around with the values in a second but
basically the inner cone angle has to be
a bit bigger and maybe the outer cone a
bit smaller so it'll be like basically
concentrated area in the inner angle and
then the outer angle like a more of a
outline you know tone own out type of
light intensity so we can play with the
settings I can just go you can see now
we have a cool flashlight you can change
about the intensity you know the angle
we're gonna make it a bit smaller so um
you can play with that of course right
now we don't have our environment or
scenes that object so it's daytime so it
would not be re notable as you can see
it is already looking pretty cool so we
have our flashlight ready set up now
let's go ahead and make that we can turn
it on and off so for that let's create
an input so let's go into this third
person folder input into one
and inside of actions we can just create
right click go into input gradient in
production this will be EA underscore
slash light and let's go ahead and open
this up make sure that it is set as lead
to blue because the input is on we don't
have to really change anything
everything might be full work but now we
have to go into the asset collection and
it's added so our player can use it and
now we can assign a key in this case let
me put to be maybe L as you know
flashlight or light well actually if I
think it will be a bit better you can
input whichever you want really and now
with that I can save go back in a third
person character and let's go into bang
back so now we can use our action event
as we use it in here
is right click EA underscore flashlight
and um here what I can do is create a
new Boolean and this will be flashlight
and active let's say
so now we're going to get our flashlight
and make it not Boolean
so if it's not on into a branch so a new
statement I'm gonna put any start that
one so when you start to press the key
so if we don't have our flashlight
active right now we're gonna enable it
so I can just go into the flashlight
and just set and now there's a few
things here we can set the visibility
and this will be true
but now for our uh pause Clinic you're
gonna copy paste this and this will be
false and also going to select the
flashlight in my component and set up
the disability to be disabled at the
beginning so you won't have your
flashlight still at the start so now I
can turn it on and off as you can see
well not off because
um
we didn't set the ebullient so now of
course when you interact with it this
should be now it is true and here now
this should be when it's false because
if not of course the variable will not
update so we're gonna never go into the
other option right so now we can turn it
on and off so let's just add a quick
sound over here in my case I'm going to
add it in both places so I can just put
it at the beginning and it will be used
to play sound I'm Gonna Be Too Deep
nothing crazy and now we have a few
things I'm going to be placing probably
the click on bottom it will sound good
now let me lower a bit to maybe 0.7 and
now with that said when I interact with
my flashlight I put a little sound
as you can see so we have now our
flashlight set up so that we go okay so
now what we are going to do is create a
sort of drawer that we can hide from our
AI that will be chasing us and so on so
what we can do is just right click
create a new folder this would be
blueprints so I think it will be
organized which is key when creating a
pride and I'm going to right click and
create a new blueprint class in this
case it will be an actor because it will
just be played in a world and we can
interact with that let's name this BP
underscore like drawer I mean you can
really change it later on to whatever
you want it doesn't need to be like a
drawer but in this case I'm going to be
using a drawer
um so what I'm going to do is basically
just add a static mesh and in this case
because we imported our sorry content we
have like a door frame and so on which I
will use I know it's not really a drawer
but whatever it will do the job so let's
select our drawer frame here
and then let's also just change the name
to uh USB frame let's duplicate this
this will be the door itself and I can
just go here inside the door and just
move it to be inside of it kind of
and let me snap it
there we go and let's go ahead and
rotate a bit by default so it will be
open
I'm making this highlighter on his open
my before not
um but with that said make sure that the
equation is set to block all dynamic and
what we're going to do is now also just
add a new component and in this case
this will be a cube and this will be
used to be the side one
and basically Also let's put the door
inside the frame so it's a bit more
organized we can use neatly put it there
and inside one will just be basically
squash like that
um maybe we can make it a bit smaller
like plenty one
and just put it in one of these sides
here
and basically it will just fill in the
Box okay
um so let me just do this over here
like this
like this uh yeah I guess I guess it
would be cool I made a bit bigger like
this okay and then you're gonna just
duplicate this put it into the other
side and then duplicate this just go
ahead and no ee no site three and then
rotate this like this
around 90 degrees and just place it on
the other part now I'm doing this real
quickly but you can put a bit more
detail into it and gonna just double
this and this will be the floor you
could say and I just rotate this minus
10 degrees and make it smaller pour it
into the ground like this
great it up and then just duplicate this
this will be the ceiling we can say and
now we just put this into the top and
now we have our box and we can select
all the size and floor and signaling and
whatever and we can supply a wooden
material and which we have with the
sorry content for example this one I
made this a bit too maybe this one yeah
yeah you can play with that with that uh
okay so that's great I can also change
the element here to be also some wooden
you know aspect let's do also this and
wood
let's put this one here there we go and
we have our drawer over here I can just
drag it into the scene you will see here
and maybe it's a bit is too small I see
you in a second
uh it's great okay so I can go here and
you can see I could go inside and there
we go
you can see that our door doesn't have a
collision even though we have has set
here the local Dynamic this because the
mesh itself doesn't have one so I can
just double click in the mesh to open up
and just go into collision and add a box
75 collision and I'll just add a simple
box around it and now you can see that
it will have a collision so I can just
go here and I can now Collide and then
we can later on and shut it and so on
let's go ahead and add you say trigger
so we can interact with Pip so in our
drawer let's select the root is add a
box collision and this will be our
distributor so when we go ahead and go
through here we will need to be able to
enter or exit whatever you want let's
just fill it in a bit here and just fill
in like this make it thinner
and you just cannot put him in a bit of
the side maybe bigger like this you can
play around with the trigger and make
sure the distance as overlap or dynamic
and let's go into the on component begin
overlap and on here gonna get the actor
just cast to the third person character
and making sure that it is our purpose
gather which is interacting and if so we
are going to use right now print and
this is a test over here so we'll see
when I go here
I'm going inside my box you can see
Hello in the top left corner of the
screen so that will work
um but we're going to do instead is go
ahead and create an interface uh
interaction so we can just press the E
key and enter exit whatever we need so
let's go ahead and do so so let's go
into third person folder input actions
right click input action EA underscore
interact we don't need to even open by
default will be okay I can just go into
the collection add a new mapping and
this will be our EA interact I'm gonna
assign the E key over here save close
that we go and I can just go into my
third person character right click over
here EA interact and then I can just go
ahead and you say get overlapping actor
sorry we don't need to do a for each
Loop so we'll go through a loop from
every object of an array in this case
the array will be the get overlapping
actors and this because if we are inside
this trigger up here it will be inside
uh our character will be overlapping
nectar in this case we can interact with
it
uh so now we're gonna leave the glass
filter into so it will detect any object
that we want and now we're going to do
is create an interface so let's go into
blueprints right click go into the
blueprint category create a blueprint
interface BPI underscore interaction
let's open this up the new function will
be interact and we're going to generic
like this compile save and close and now
I can just go here and say interact and
it will be that now of course we are
only going to be doing this if it
contains that interface so we can just
do a does implement interface
BPI interaction and make a branch
and we'll only continue to sell so
basically you're going to be wondering
why do we do an interface well an
interface will allow us to communicate
between different blueprints by not
directly casting so I would not need to
do what I did here about casting into
this specific third person on whatever
so on uh or even even using the beginner
overlap basically it will detect
whatever object I am overlapping and if
that object contains the interface I can
interact with it so to add an interface
into an object that I can interact I can
go into class settings implement the
interface at BPI
interaction and now I can just go into
the interface section double click and
as you can see when whatever or interact
I play interacts with something it will
be called the code from here so in this
case we will put our camera to be inside
of it and so on
so basically what it would do is get the
player
uh character and set the uh transform
in this case will be the actor
Transformer
so we'll basically just change the
location and rotation to be inside
against right click the transform have
different anchors over here and let's
just go into the root and add a skeletal
mesh and this will be a reference point
so I can just add my money or I think
we're using Queen right now it doesn't
really matter but uh Queen simple and I
can rotate it
put it in place and basically our player
will go into that point when we you know
move it inside basically and I can just
make sure that the Collision are
disabled and also let's go and enable
hidden in game because this is only for
us to see and to put in the rotations
put a bit up so now I can just get the
reference
get the in this case will be the world
okay so the world location and put it
there actually work and instead you just
get the weld transformed right click
split it and now we have all the things
so I think it's directly plastic uh one
only one another so now basically when
you interact with it it will go into
that position we can test it out and go
here
I'm inside the box I think press e you
can see that now I am inside and I can
go outside too uh we'll should also
close the door so what I can do is use a
rotate the door a bit
so by default it will be like this
um so I can just go ahead and get the
door
set rotation in this case it will be the
relative rotation because it is in local
from that blueprint and right now the
rotation is this this one right
um but I would change it so I can split
this to be at zero yeah exactly zero so
like this will be great
so you can go hear him
enter you can see the door will be
locked I can go out or anything I can
see my AI going out and everything will
just work let's also quickly just make
that we can go out of the driver of
course
uh so what we're going to do is use a
cleaning variable inside well you can
say yeah inside I think
and then here we're gonna be 783 through
uh and then I'm gonna make a branch and
this will only continue of course if
it's not inside so if we are not already
inside we will go inside right and if
not and be setting inside to be false
and we can put our player to be out so I
can just get a reference and change the
name to be the reference to be
reference inside
and I'm gonna duplicate this and put it
to be forward there and this will be the
reference
outside
there you go now I'll move my player to
be outside so I can just get this
and basically cut all this copy paste
put it here in this case OBD reference
in uh outside sorry
so this is yeah outside
so I'll be moving my player to be
outside basically and this set into
false and then door we're gonna put I
think it was I don't know how much this
value so just copy it paste this in zero
instead sorry
uh okay I cannot be like 100 maybe yes
okay
and with that I should go ahead and work
of course our trigger will need to fill
in the interior a bit more too because
now we will not be overlapping so I can
just go select my trigger and use
expand it and put it more inside
thing like that will work so I can get
to go
press e to enter I will be enter uh can
I go out to whatever my door is closed
press e again I will exit my door is
open everything will go ahead and use
work without dropper so now we can hide
from my AI when it's created of course
okay so let's make some footsteps so
first of all let's import our audio but
for that let's right click and create
new folder let's name it audio and now
can just go ahead and import my uh
footstep in this case I will be limited
description you can get the same one as
me just drag it into the account browser
as you can see
we should be able to import it
import post tab drag it here there we go
I don't know what happened now we have
it here uh so we can play it so we're
going to do is just right click and
create a in the audio category what is
it
how did we go meta sound swords Ms
underscore footstep so basically right
now we only have one clip which is this
one and we play a lot of times it can
end up very repetitive so what we can do
instead is change a bit the pitch every
time that we play so it will sound like
a variation but actually we only have
one clip so we'll basically do some code
let's double click this and just go and
use play
with player mono so play a sound in this
case will be our wooden footstep and now
what we can do is put our output mono to
be here
in our unfinished on on finish and then
what you can do is get the pitch and do
a random load so every time we've played
we'll change a bit the pitch
which will make it sound a bit different
so now I can put for example the minus
between minus two and two so now every
time I will play it
it will sound slightly different and I
can basically increase it with the
boundaries
to make a sound even better so that's it
I can now just go close all this and
let's enter our character folder
mannequins entering animations Queen and
I'm gonna go into the walk forward
animation and I can start placing some
uh sound so I can just go into notifies
add a new track will be both steps
puts that and I use in the right ones
right leg
and now if I play sound and I can just
play my Ms footstep against Ctrl C go
here select this Ctrl B
click here Ctrl V click here you're
going to B and now I'll play
my first steps whenever that's done
you can see
that will work and now also let's create
a sound automation so it can be in a 3D
space so let's right click go into our
audio category go into speculation sound
alternation essay underscore character
because all these sounds that will play
will be through our character
so this will be our inner radius it'll
be like the inside this minimum radius
we can hear like in 2D so let's drop it
down to 100 or even 200 and then for
distance it's the max distance that we
can hear audio in this case I think that
100 and sorry 1700 will work but we can
test this out so let's quickly close
this open our add a sound and go into
Source automation apply our character
Automation and now if I drag it into the
scene you can see the two boundaries the
minimum one and the max one the next one
is a bit big maybe so let's drop it down
to maybe
1200
and it's a bit better yeah so I can just
press play
and it would be sounding in 3D and so on
so later on for creature Ai and so on
also okay footsteps will play in 3D
which will be very handy so now I have
our footsteps set up quickly
alright so let's begin to create our
creature AI so I'm going to do right
click gradient folder AI open this up
and just right click and let's go into
the blueprint class and open all classes
and let's create an AI controller
and this will be AI controller selected
let's call this VP underscore AI
underscore controller and this will be
for a creature or whatever we have as an
enemy uh so now we can just open this up
go into the events graph and on here
we'll go ahead and run Behavior three
now we'll go ahead and create the video
in a second so let's do that right click
go into article intelligence create a we
have a 3 BT underscore Ai and then right
click and create another Blackboard
underscore AI so basically the
Blackboard will be assigned into a
behavior tree so the Blackboard will be
a list of all our variables that we can
use throughout our Behavior tree when we
started to touch it you will still have
it there but let's open up our AI
controller let's assign that we have a
tree so it will run it
and then close this up and let's open
our Behavior tree and let's make sure
that we have our Blackboard selected as
the one that we created wait so let's
close this and now let's create our
character blueprint our actual AI
right click blueprint class character BP
underscore AI let's open this up mesh
assign a character let's use perfect
sample many simple let's put it in the
correct position so minus 89 over here
and then minus 90 over here and now in
the name class I can just put ABP menu
so I have the animations that it has
great so I can now go into the class
defaults search for AI and this is very
important we have to go and change the
auto business AI to be in place in both
or spawned and this one is just a
prevention a thing that I like to do you
can just in case later on you spawn or
in your AI instead of manually placing
it in the level because I'm not the AI
will not be assigned it will not work
and you'll see why it's not working
whatever and it's just because this was
not correctly set up so like this will
work and then the most important thing
is changing the AI controller class so
let's change that to our one that we
created which is BP AI controller so now
I can use compile save and I can just
close this great so now we have our AI
created and assigned so I can just go
and drag it into the scene now there's a
thing that we need to do in order to let
our AI move around our scene and just go
in to quickly add to the thread go into
volumes and add a nav mesh bounce volume
so let's go ahead and fill in the whole
scene so I can just change the scale to
be locked and spell like 20. now it will
just fill the whole screen uh screen not
seen and now if I press play uh P sorry
you can now see the whole routes that
our AI will be able to navigate so
that's great uh you can just press P
again and there you go of course right
now our air will not move because of
course there's no logic so let's start
to create our logic let's go and open up
our behavioral tree and what we can do
is get from the root and add a selector
so we will have two sequences we have a
new sequence over here which will be use
the search AI
well search player sorry
and this one it will just be run uh
randomly you know going through the
level searching the player and then
we'll have another sequence which will
be
chasing player and this one the you know
enemy AI has already seen the player and
will start to chase it so for search
player let's go and create a new task we
just click this button over here and now
in the AF folder let's create a new
folder tasks
let's open this up and this will be our
BT
underscore task underscore and this will
be uh new and used ROM around
and now we can just enter in this task
so let's add the begin play of the task
which is in their functions of write
receive execute AI just like the
gameplay of our task so when the you
know test is being executed so on here
we're going to do is get the control
pawn and just do a AI move to
and this will just sorry I need to add a
a move to without putting any values
there we go now the pawn will be all
controlled Pawn which will be our AI and
then our destination we can just do a
random point
and get random reachable point and
radius this would just get a random
Point okay our origin we can just get
the actor location from this
and then we're going to search around
let's do uh 3000 from this point
great
so now when we put this 120 and then
they can just do in success
I can just do uh
it was what was the
um finish execute there we go and this
will be a success so ticked on and on
fail it will be well
I'm taking the success and there we go
so now our AI should wander around our
level let's go back into the heavy tree
and search player against add my task
which I created which is the ROM around
and now when that finishes executing I
can just add in the right a weight so I
can lose weight for example uh three
seconds right so our AI will wait three
seconds now this should work if I press
play or else should start to walk around
our level stop for three seconds and
then go and search again another point
so that's working let's also go ahead
and start to you know add some
animations and smooth out the movement
you can see when he turned it was like
very Snappy
let's go ahead and do so
so let's go into our bpai blueprint open
pool blueprint editor uh go into the
class defaults and disable job because
that would just overwrite the rotation
to be very Snappy we don't want that
instead we want to go into the other
approach we should select the character
movement component go down and enable
orange rotation to movement so basically
rotate to where it is moving and with a
smooth interpolation so we just look
much better great so with that said we
need to create a new animation blueprint
so let's go here into the AI folder
right click animation blueprint
let's go select SK mannequin create ABP
to animation blueprint underscore and
this will USB AI now for that let's also
right click animation Legacy and create
a blank space 1D let's select again our
SK mannequin and now we can name this AI
underscore plan space 1D so with our
band space what we can do is translation
between different animations depending
on the value in this case it will be a
speed so in the horizontal axis against
speed and then the maximum b600 because
it's our Max right now walk speed for
our AI if you guys can see 600 uh
actually we'll go ahead and drop it down
to 350 also you know actually 300 so
it's a bit less than the player and
let's change that to B300
and then we're going to do is enable
snap to wait it will just make things a
bit better and now I can start to drag
in my animation so let's search for idle
in this case I think we're using the
menu for AI so let's use the mm let's
drag it and the left part of the screen
and then let's search for a walk and
let's put it and it will be the fourth
mm once again put it into the right and
now if I hold Ctrl as you can see and
drag it across the timeline as the speed
increases I will be transitioning
smoothly between both animations that's
great I can just close this and open up
my animation blueprint and here what I
can do is get in my AI blend space and
drag it in and connect it now depending
on the speed for example if I put here
300 it will start as you can see through
walk let's put back to zero and go and
right click and create a variable
because this speed should won't need to
be you know controlled by our AI moving
in the scene in real time so we can just
go into the then graph from our owner
that is controlling this animation
blueprint against get the velocity
and from the velocity I can just use
this Vector length node to convert it
into nice float so now I can just use it
in here so I will be setting the speed
great so that should work I can go into
my AI mesh and now just putting my ABP
Ai and now the animations should go
ahead and work let me also start to
close some things around because I have
a lot of tabs open and as you can see
the AI will start to work with its
animations and you know work very
smoothly another thing that we can do is
smooth out a little bit more of the
blend space so we can just go here and
add some smoothing time like literally
like 0.2 seconds that would be enough
and it will just make a more realistic
movement so there you go
so let's go ahead and make that our AI
can sense our player and start to chase
him and so on so for that let's open our
bpai and I'm gonna be adding the pawn
sensing component and let's go ahead and
hit enter as you can see now we can
change things this is the side radius
and the sensor interval and the vision
and so on so let's drop the vision to be
around maybe 70 degrees so I'll be
players something inside of this and
then we're going to be stable here
notices and make sure that c pawns is
enabled only intense players are going
to be enabling this because we will not
have any more ai's in the level unless
you want to have more in that case then
settle that by Gonna Leave It enabled
and then updates should be enabled so
with that said
um so you can see now we should be able
to see our players so on C Pawn we're
gonna be making sure that that's our
player in this case I'm going to be
doing a tech so hashtag because it's way
more efficient than just casting into or
third person
succeeded we know it is a player I think
a better option is just to create attack
so what we can do is go into our third
person connect blueprint which you know
we shouldn't rename to first person so
let's do the BP underscore
first person
there you go let's open this up and I'm
gonna be changing and the class defaults
tag I'm gonna be adding an actor tab
okay not for a specific component it's
going to be an overall so in the actor
one and it's gonna be is player now make
sure there's no spaces or whatever it
has to be exact so now here I can just
type player and again it has to be exact
okay no errors let's make a branch so
this is true it means that it is our
player so what we can do is get our AI
controller
there we go and now what I can do is get
our Blackboard
and
this will be also sell so we're getting
our AI controller getting the Blackboard
as I mentioned before the Blackboard is
all of our variables that we can use
throughout the behavior tree and so
let's create a new platform variable
let's go into AI VD Ai and let's go a
new key and this will be seeing player
my people will be you know close so now
we're going to do is go back into our Ai
and here it will be set
value as Boolean so there's no accessing
of like if we are a normal variable of
you know just getting the example the
speed or whatever is universal so it's
any variable that that is a bull but
here we can pass the name so we're going
to make little name and here will be
well scene player which is the one that
we set up again the name has to be
exactly the same that is in here
actually I made a mistake and it's all
joined together so you know be careful
with that make sure to put that there I
think I
click that okay uh so now true here put
this here that Boolean will be true
because well it has seen the player
um so that would be great we are
enabling that variable there we go so
now let's go into our Behavior three so
let's open this up and let's add a
condition so what we can do to decide if
we go into this part or this part is
create a decorator so I can just go into
my search player right click and the
greater and will be a Blackboard because
we'll be seeing a Blackboard variable in
this case we're gonna be selecting our
key which is our variable and skates
will be seeing player and in this case
will be if it's not set so if same
player is false we'll be able to go here
now in a port we're going to be putting
this so This basically if this result
changes so this variable changes will go
ahead and a board of the self uh
sequence go up into the selector and
then decide whether we go here or here
and James and player gonna do the same
thing but the opposite if it's set so
just right click add the creator of
Blackboard select our scene player this
is very important make sure it's not
cell Factor these are variable which is
same player and then in this case it
will be a set and once again itself so
we can later on a board and decide if we
go into another one all right so let's
create a new task which will be from our
blueprint base and so important this BT
underscore task underscore no B Chase
player
so let's go ahead and open this function
receive execute AI so select the
beginplay of our task and now on here
what we can do is just do an AI and move
to
and I can spouse our control Pawn into
the pawn and then Target against b or
get player
character so be following our player now
destination we have Atari actor we can
leave it as default uh the acceptance
radius let's drop it a bit up in 220
because if not it will get too close to
the player and it's a bit messy and then
on success I'm going to just do a
on I don't even remember uh how is the
the other
uh finish execute okay the note uh so
finish execute this will be true and
here it will be false and you know there
we go so that would be great that will
be said
um everything we should use this works
so let's go back into our Behavior Tree
on here we're gonna go ahead let's drag
in our task which we created we just
Chase player and then every time we can
just make it white or maybe you know 0.1
second so it can be a bit you know
smoother and livable space so that
should work if I now press play or
should see us you can see now it's
chasing so everything is going ahead and
you know working uh so that's great now
of course we should make that we can
also you know escape from our player uh
enemy sorry but first of all let's make
that he can catches and so on
all right so to set our attacking we're
going to be importing an animation in
this case I will be leaving this free
animation asset pack in the description
you just go ahead and get it and unzip
it and you get all these animations in
this case we will be using this a third
push shop at second so you drag it into
our account browser into our AI folder
close this and now for our skeleton
instead of using the new ue51 we are
going to be using our old uh ue41 sorry
SK mannequin underscore content say
import all and now we have it over here
you can see the animation now works uh
basically we had to now it into
the Armenian fight but because we're
using the template we already have that
done so again it's right click uh sorry
it's a create a new folder put uh ue4
drag it in to move here and now I can
just right click go ahead and
lubricant and select the retarder
from ue4 to E5 and I can see that will
work I can choose now my AI folder okay
it and now you can see we have
the animation there perfectly going
stats grade uh everything we have it you
know set up
so now what we can do is play this
animation whenever our AI gets close so
let's right click and create an
animation Montage this will enable us to
you know play this animation from with
our power we want blueprint but to be
able to play an animation Montage let's
go into our ABP AI so to our animation
blueprint and then graph and we have to
add this node which is the default slot
and this will just enable us to play
animation montages in between it's very
important so now we're going to go into
our
um we have a tree add a new task from
our blueprint base task PT
you know BBT underscore task
and uh this will be
attack
player
and now this will be receive execute Ai
and on here what we are going to do is
basically play an animation and so on we
are going to be doing this from our AI
blueprint so we're gonna be
communicating
so what I can do is just go over here
and use cast to DP AI normally I do
interfaces but because we're all going
to be using one cast in this whole AI
system to just go ahead and use attack
every once in a while on our you know
enemy reaches our player it's okay to
use cast so on here what we can do is
let's close everything that we all need
in this case this okay let's go into
bbai and let's create a new custom event
just let you go that we don't need right
click custom event and this will be
attack
Ed player in this case it will just
catch it okay so now I can just go ahead
and play a montage
and it will be with this curtain with
the mesh
and the monster to play will be the one
I'll import it great so we're going to
be playing an animation let's make a new
variable in this would be attacking
and we're gonna only be you know
attacking if we are not already
attacking so let's get attacking again
not Boolean so if it's not true we can
attack okay
and then we'll go ahead and set up
attacking you know to be true because
we're attacking and then one is uh on
complete we're gonna be assigned to
false because if we finish you know
attacking and with that said in here
we're going to be doing a sphere Trace
by Channel but don't worry about that
instead we'll do in a second and
basically sphere Choice by Channel we
just create like invisible fear in a
specific position and if our player is
inside we'll apply damage or catch or
whatever we're gonna be just deciding
okay so with that said I can now go into
my task and I'll call attack player and
I will go ahead and do so and then from
that I can just make a bit of a delay in
this case more or less the animation
length so I can just open up the Montage
and I can see that it will be 1.27
seconds so I can just go here with 1.27
and then here do the Finish execute I've
or not finish execute there we go and
this will be your speed success you know
what I mean
so with that that's great everything
will just go ahead and work
um so now we can just go ahead and
really test that out but we have to edit
so instead of waiting I now gonna be
doing the attack
and it's because
um what is it what is it was a tech
player because when this is completed I
will go into this next one so now on our
plus play go here you can see it reaches
and we're doing the attack and
everything will just go ahead and work
so now let's go ahead and do the sphere
Trace answer one
so to do our Spirits let's go into our
BB AI let's go from our play montage and
just do a spirit Trace uh as to in this
case four objects so this will just
create an invisible sphere I just as I
just mentioned so let's create a point
which will create this sphere so let's
create an arrow
if I know how to type we go and this
will be our attack
Trace point
I'm gonna be pissing this a bit more in
front and up so the sphere will be
created around in this point so I can
skip this do get weld
location
and create there so they start and
endpoint will be there and actually the
endpoint what can do is just get the
world rotation
and then go ahead get the forward vector
and use times this by a value so
basically wouldn't get where the
uh arrow is looking which in this case
is in this direction I'm going to be
applying an offset so it will end here
so basically create more fun uh you know
let's say we could say uh like a not
cylinder but one of uh enlarged sphere
you could say and now against right
click convert this into float and it
will be like maybe 200 forward and I can
just add the wall location and this new
opposite unplug it into the end great so
with that said I'm gonna play array used
let's do like maybe 50. okay I'm gonna
play with that in a second the object
types will be what objects it will be
detecting so let's make an array and we
can use split Parts because our player
is a pawn and number rewind
value we're gonna make a branch so we
will only continue we have actually
detected something let's get our odd hit
and do a break so now we have all the
parameters and information about what
object we have hidden in this case let's
get a hit actor and let's do damage
to be damaged right apply damage sorry
that line damage there we go and we're
gonna play certain damage let's do like
10. now we're gonna be doing that it
will automatically catch you so it will
just fade and so on so really there's no
health or damage system but I just like
to use this you know just apply damage
because we can just use the receiver so
uh in the player side and just do the
fade and so on
so there will not be any health system
so we can put this in four duration so
we can just preview our last rear Trace
so now we can just go and we can see how
this works now what I also just did in a
cut which is uh basically reduce the
radius to 25 and put this to be 70 so
it's a bit better okay so I recommend
putting those two values
um so now you can see the spirit Trace
is perfect
um so now what we can do is send a
player when we receive that damage we
can just do the fade out and restart the
level and whatever we need so let's go
ahead and do so
so let's go ahead and close all the tabs
that we don't need open up the third
person with Brands first person
blueprint and now we're going to do is
right click and add an event which will
be event and any damage so when we
receive damage it will be called this
it's like its own Implement an interface
so on here what we can do is go ahead
and create a new widget
and then here this widget will basically
Fade Out everything and here we go also
go ahead and disable the input so our
player will not be able to move anymore
and we will play a sound in a second and
so on so let's go in to the content
browser you create a new folder click on
this UI open this up right click use
interface for a widget blueprint use a
widget that you'll be underscore and
this will be our Fade Out
let's open this up and now what we can
do is in the play add a canvas panel so
we can start placing things in our
screen let's add an image and now with
the anchors while holding Ctrl so the
left control I can just click this one
now we expand through the whole screen
I'm going to change the brush uh sorry
the color opacity to be you know dark
and I can split the alpha to be zero at
the beginning
um so with that said I can exchange this
name to be just the fade image and now
with that selected I can create a new
animation this will be fade
and now I can select this animation and
add that fade image so now I can start
adding keyframes so the first keyframe
will be the color and opacity with this
totally uh with the outline 0 so add a
key from here with this button now go M
maybe
75.75 seconds I can just open this up
for the output to be totally one so
totally opaque and add another keyframe
and now after some time I could go ahead
and fade out but we will not fade out at
this same animation because what we are
going to do is restart the level so it
will not make any sense because we will
not see I get to see that fade out uh
once again right that you know fitting
to back to the game so what we need to
do is every time that we start the new
game make it fade in and do the other
thing so now you can see I just press
play it will just fadar and we can just
play around with the timings and so on a
bit later so let's create another
animation and this will be made out
so really this will fade in and fade out
so let me just change the name over here
so they ask for out and fade I'm gonna
score it in and I will change the name
of the blueprint instead of Fade Out it
should be Fades okay
um so now I'm here I can just select my
Fade Out add my fade image and then it
will basically go from Full Alpha at one
it will be no pig to use uh 375 maybe
you know put in the alpha to zero and
keep framing so we'll do this
that's us what we got let's go into
graph delete everything let's make two
custom events so just right click
custom event this will be paid
in and basically in here we're gonna get
our fade in animation and just do this
play animation node okay
so we'll be playing that animation and
now right click right in the custom
event fade out and we'll do exactly the
same but with the other fade so I can do
Fade Out animation
play animation
and now with that said I can just go
into my player
create that WB face like it's created
and then go ahead
and use uh actually will need to create
it in the gameplay because we want to
also fade in so I just paste it here so
when the game starts it will be created
and now you can just right click promote
this to variable so face widget okay
and now I can skip this and add it into
the viewport okay so I'll add into the
player screen so right now will be empty
there will not be any Fades or whatever
because our office at the studio
but now in here I can just get my face
widget and do the fade
in
and it will just cover the whole screen
uh you will see that will work it's
going to my Ai and then out so
everything is working now let's go also
in the beginning play and do the Fade
Out
okay so it will just like start already
with the game like this
you can see it also looks very cool when
you start the game you know let's see if
our enemy AI seizures come on
we should play a sound so on but it is
gonna work alright so let's add our jump
scare sounds and so on so in my case
again I will be leaving them in the
description uh so here they are inside
the game start and jumpscar and so just
drag them into the audio folder over
here and now we have them so the jump
scripts like this
nothing crazy and then game start
it's a pretty so like
you know when when you started the game
with a fade out those little things adds
a lot into experience and makes it more
professional and Polished trust me
okay so let me just go into my first
person character when I do this I'm
gonna be play sound to D and in my case
I'm going to play in that game start so
when the game starts
let's find it
what is it
game start
okay let me just open this up audio game
start selected put there okay easy way
yeah it looks pretty cool and then let's
go into our thing here and we'll do our
Fade Out we'll also play a sound d
I'm gonna be doing our jump scare
so now when our guy detects us
and guesses
who played that sound which is really
cool and later on when we have the
environment and other sounds it will
feel much better okay right now it feels
a bit off but because there's like no
other sounds right now uh that's the
thing let's also just go real quick into
our enemy and let's just get rid so we
can select the Ctrl e to open this up
let's get rid of the the book type to
none so it will not get that line Trace
out there so there we go uh let's just
make better restart the level so I can
just make a delay of maybe a second and
then open level
in this case I will be opening again the
third person temp uh right now third
person nap
there we go
there we go we have the whole game
looped cool all right there we go so
yeah let's continue
okay so now let's make that our AI can
lose us because right now once it has
since you you know seen you it will just
chase you and whatever you do get out of
you know his side or whatever it doesn't
matter he will still chase you so uh
what we can do is open up our Ai and
what we're going to do is get the begin
play
so we're gonna be doing one thing the
thing is that the pawn sensing component
does not have any form of on stop scene
pound right so what we need to do is in
a constant Loop be disabling the same
player so every couple of uh seconds
will be disabled in this right
the thing is that the on C Pawn because
it has this sensing interval will be
also playing in a loop so basically as
this is playing in Loop if he is seeing
us it will be constantly be refreshing
to be true and the thing is that if we
go any Loop and be constantly disable in
this but with a lower rate and if he
sees us it will still be over Rhythm and
activating but if he stops seeing some
seeing us it will be
you know instantly be activated and it
will just work okay I don't know if it
made a lot of sense it's hard to explain
but once we get it working it will make
a bit more sense uh so basically let's
make this sensor interval a bit better a
bit better not basically more often so
we're gonna put this at point two
so he will send us uh more regularly
okay the more you know a higher rate now
the main clay let's go ahead and make an
uh timer
uh set timer by event and it will happen
every point for seconds or 0.5 we can
look at 0.5 so because this rate will
happen more often and this will have
like more priority basically so now I
can just make sure the looping is on
okay enable this looping this on and now
you skip the vent create a custom event
and this will be
um stop scene layer
so now I can just go and put this up
here this here I can just get this okay
and just get all this copy paste put it
here and now disable this okay very
important make sure to do the disabled
back let's put this here
get this over here
and put a bit up there we go
so now you will see that if we manage to
somehow you know escape from him he will
basically lose track of us and will
continue into his walk cycle so now he
sees us
and let's try
to hide him from him it's gonna be hard
there we go so he stops seeing says and
now he goes back into his patrolling as
you can see so that works now and he
sees it again there we go it's coming so
that basically goes ahead and works you
can see it's coming now we're having
this problem and is that every so often
because it's in a loop it will stop you
know
singers and so on uh so what we can do
is go
and police sensing interval to be very
very high so maybe 0.05 and this will
come and you know happen so often that
there will not be any no school thing
now still a bit uh noticeable so we can
just drop this bit up to maybe 0.8 and
you know 0.0 maybe two uh really this
doesn't consume a lot of power or
whatever and because our AI is a big
thing we can allow this right
um so now you can see that is
there we go no I don't we don't feel
anything and also look guys it also did
look a bit good it's like if it's like I
don't know possessed and all that's like
his vibrating a bit you know like it can
end up being cool but for now this would
be great
okay so now let's go ahead and set up
that you know we can actually hide from
our player over here so let's do that
and I mean I just realized that of
course because we already have been set
up against both and of course if it
doesn't catch me so let's put a bit more
out there now he's coming to me but if I
go and hide oh there we go because I
have my door and everything he will stop
seeing me so now he is going and
wondering again because that system is
already working so there we go we don't
have to you know manually communicate
with him that you know he's you know
stops seeing their player ultimatically
because we had the door and everything
he will stop seeing me and he'll go
wandering so that's already
automatically set up that's the cool
thing of making modular systems so there
we go
so let's go ahead and make the final
game Loop the end game basically you'll
need to search for a specific weapon so
an item in the scene and once you get it
you can basically equip it and once the
AI finds you can use when it's closed
you know go ahead and kill him and he
will win the game right
um so let's go into Blueprints and
create this weapon item however you want
to call it so it's right click whipping
class actor BP underscore and this will
be used let's say weapon
um and let's open this up so right now I
will not apply any model and I'm gonna
just go ahead and make a sphere okay
this is just a bit temporary don't worry
about that okay but there we go and I
can change the material to be uh maybe
Queen so I can see well maybe uh no yeah
this car okay it doesn't really matter
it's just temporary against drag it into
the scene and for example let's put up
here and I can just grab it right so
we're going to do is add a sphere
collision and this will be our trigger
so if our player is inside of it we can
basically go ahead and grab it
um so let's make our sphere radius bit
bigger maybe like uh yeah uh 55
50.
and then let's make sure this setup
overlap all Dynamic so now uh basically
when we interacted we can now equip it
and so on so we're gonna go into class
defaults go into
sorry class settings at the BPI
interaction interface double click here
and now what we will do is just go and
cast to the first person character
and also oh yeah because we guessed it
before yeah we don't cast before all
right don't worry
um I thought about because we changed
the name to from third person to first
person but I'm real already
automatically you know change that and
also I think we don't have any cost
because we deleted that anyway so again
player character and what to do is
basically enable one thing so let's go
into the player into the mesh and add
this code to mesh and this will be the
weapon
and basically this weapon will be in our
uh like in our camera we can actually
build it inside our camera and we're
going to put this here it will be that
sphere
um so I don't know what this spear this
fear okay let me search it let me add it
here
okay mesh sorry about that SMB static
machine there we go
um the color was like uh
this one let me started
let me apply it we go and the size was
0.2
there we go we had here I can just go
and put it maybe into one side so that
you have it equipped I don't know
whatever we'll see you know I don't know
how it looks right now yes it's like we
got it in the hands very cheap way but
it will work okay you can play around
with the settings let's make sure to
disable the collision and now we change
the name to be
weapon so this by default will be
disabled so let's go into visibility and
disable this now I'm going to do is
creating two new custom events this will
be well sorry one custom event which
will be equipped
weapon
so now I can just get the weapon and you
set the invisibility to be true and then
what I would do is get a new wearable
and this will be
[Music]
um
has a weapon
and this will be set to true
there we go so now from the weapon I can
just go this equip weapon
custom event that is created and what I
can do is just go ahead and destroy this
actor so it will disappear from the
ground so now because we already have
the system set up so I can pick up
things from the interact and it's
Universal this uh interface I need to go
for the AI catch me go here click key
and now can equip as you can see so
everything is going ahead and working so
now I should be able to attack the
player or whatever you know if I have it
on
all right so let's go into the content
um and then go into the input folder and
create a new action so this will be the
EA underscore and let's do like attack
and this case again don't need to open
this default values are good let's open
the collection and just open up mapping
I'm going to be applying our EA attacks
in this case it will be the left Mouse
button
so I'm now going to go back into first
person character let's right click EA
attack in this case it's going to be
making sure that we can only attack if
we have our weapon with our bad boy that
we created will be set up here
great so now if so we can go ahead and
play montage and you know what we're
gonna be using the same exact
um animation that we had for our uh
other AI okay we have then we don't have
a need to make a new one it will just
work so there we go and from here we're
gonna actually copy our logic forest for
your Trace okay it will just work so I
think it's copy all of this
okay literally copy everything
like it is paste it and plug here it
will do exactly the same thing why we
have to repeat again the code there's no
point so now I can just go and add again
another arrow and this will be the
[Music]
um
the attack race pass I know it will
score like that but there we go and just
put it over here right and it will
attack
um so I can drag it
let me go put it there and there you go
it will do exactly what we have to do
I'm gonna basically use make a
federation in the debug type so we can
preview this okay so now I can just
press play go and get mine
sphere here
now
you go let's go buy behind you can see
now if I attack this happens so that's
great so now I can just go here I will
be attacking him uh let's also do one
thing
and let's make this a bit bigger so
maybe like uh 40 in this like maybe like
uh 120. so basically be a bit easier for
you because not the AI will catch you
first you know what I mean uh so we have
to be careful with that
um and also let's go into our Ai and
apply the logic that you can die or he
can die so at the event any damage
so when he receives damage what we're
going to do is literally just get the
mesh and you do set simulate testing and
what this will mean is that he will just
drag though into the floor now for this
let's make sure that the Collision is
set up properly so let's select our mesh
go down and let's change this this
collection preset to be custom and I can
put their questionable to be query and
test it in the capsule component make
sure it's set ignore only Pawn so go not
uh you know collision with its own mesh
and then after saying Ragdoll I can just
get the character move component you can
stands set the movement mode to be none
so he will automatically stop moving he
can move anymore so that should work if
I just go here get my
um weapon okay there we go we have it
here I need to go and attack him if I
there you go come on
there we go he died into the floor uh of
course we have to um scene to expand
this a bit more into the oh sorry I
changed the AI one right yeah okay sorry
so this is 25
and this is uh 70. sorry I confusing
that make sure to set it in the player
F supporting
there you go so now yes let's go
get this over here
and you're saying why we don't ask
Sprint well I think for this horror game
if it's more there we go all right cool
cool cool so we should just add a few
sounds but that's great
um you should also win the game right
here so let's create a UI for that
um but basically I think that is it's
okay to not have sprinting it's like
more into the horse thing let's say win
add a canvas panel
and would do is just get a image again
hold Ctrl expanded make it uh like this
Alpha zero
and then put the image to be just be
fade so again we'll play yes uh no Fades
are very good I like them a lot and now
I can just go ahead and create an
animation
fade in
and bands uh without underscore
and then just add that specific fade
image and then at the start it'll be
like this and then after
here we can wait a bit more you know
what I mean it's like more celebrations
like a bigger fade and put this like
this
so I would like take more time you want
to fade there we go and you basically
won the game we can put like a text on
here so in the middle
for the position x y and zero zero
alignment 45
and 5 and then size to be bigger
and then in the middle and then
winner I don't know or you caught
the
creature or whatever you want to say
right I don't know so with that said
there we go
we got it there and we should just go
ahead and in the event construct so this
is like the gameplay of The Witcher I
can just get my fade in animation and
just do uh play animation
so automatically when we create a widget
it will just play the animation so I can
just go here in the AI so when it dies I
can just go ahead and create a widget
from here so great
widget this is like the event in damage
and just go ahead and do the win
and just add it into the viewport
there we go you will see that will work
and I can also just disable the maybe
the
movement from the player but I think
that that's not necessary
um so now I can just go and test this
don't worry we'll add also a winning
sound when he dies too in a second but I
can't get this
I don't know where my AI is oh my God oh
my God I got my scare my own game
okay that was very embarrassing okay
um I don't know he literally disappeared
okay so now I guess
there we go you call the creature okay
cool let's add some sounds
all right let's add some more sounds so
in my case I got this grunt so when the
creature will die the way I will build
in this in the description let's add
also the horror Ambience Loop which I
got
um let's also add what just happened I'm
gonna do some copies okay
um uh game ground that means Loop there
we go and then a cinematic boom so let's
go ahead and extract that into the audio
uh folder and close this up and now
basically this horror Ambience I can
just go into my player character and use
in the gameplay so when the game starts
I can use uh play a sound to be paste
and that ambience
Ambience and also let's make sure to
open that horror Ambience acid and make
sure the loop is on very very important
so now
you can see there's a horror in me in a
second let me make it a bit louder maybe
like two and that's making it too much
right
I like it
uh okay good and then so let's open up
the thing here and let's make that he
will die and play a sound so play it
sound and this will be at location I'm
gonna play that grunt
okay now the location will be the get
actor location so when the enemy is
right now and then also gonna apply an
attenuations will be in 3D that's the
one that we created uh so that's that I
can also play in our sound in this case
it will be with a bit of a delay
and then this will be our cinematic boom
so it's like boom you know what I mean
the game ends uh so let's try that out
let's get this here
okay
um that is okay oh
oh sorry yeah it's not boom
you should play this
uh I don't know why I didn't play
honestly so I would
oh play sound at location
okay well it should be into the but I
can explain that allocations okay let's
try this again one more time
thank you
whoa okay I feel like everything at once
let me just get this one more time
oh my God
maybe we should add some screen right
oh yes that feels good
there we go Okay cool so let's go ahead
and now yes we can start to create the
environment which will be one of the
final things so let's go ahead and do
some
aim for our creature enemy we are gonna
be using this official real ninja 5 uh
well no actually I'm going for but it's
compatible within 25 and free asset so
it's called implantically Warriors once
again link your description let's just
add it into our project
so horror game and in this case we have
to choose the latest one that it
supports which is uh 5.1 okay this is
support problem two but it's okay we'll
convert it and so actually it is
compatible with five uh at spread and
let's just wait a few seconds
okay so it has imported so I can just go
into Infinity Blade Warriors there's a
new polish you can see a character
complete characters you can see we have
a whole bunch of them you can pick
whatever you want okay there once uh but
in my case it's gonna be using use this
car M underscore pit I just found it to
be okay for our enemy you know whatever
we want you can just whatever I said you
want but let's select this let's go into
our BB Ai and just click this Arrow to
replace it with how to mesh and because
it is the same Skeleton thing the
animations will just work as you can see
so that is great it looks really cool
and there you go that's it now for our
character we are probably gonna be
living like this because you can only
really see the hands nothing crazy but
if you want to replace it go ahead you
don't know how to do so so now we can go
into the environment now yes all right
so for the environment I am going to be
using this acid which is an awesome uh
like old horror Mansion uh which
actually was free in a free for the
month bundle which I don't know which
month was but it was free so you have to
go ahead and do so and if not you know
don't worry there's a lot of other
assets that we can use I'm not gonna
really touch anything about this
environment gonna literally load the map
put in the things that we have in that
set it so it's not nothing crazy gonna
use using a quick environment so let me
just go ahead and click create bread now
the thing is that it says only create
bright I cannot add into my existing
Pride but that will not be a problem
because I can just migrate the assets
later on so let me just hit grid and I
will now you just need to wait all right
here it is the map holy
this looks absolutely unbelievable this
is crazy like wow I I literally have no
words like I didn't even know that this
looked so cool and this literally is so
big look at this
like it is just insane so what we are
going to do is just go ahead and migrade
and this whole thing into our pride so
what you can do is Select this folders
you can see it's already like premium so
we can use right click and migrate this
so right click migrate
select everything that we need
which is all this doesn't really matter
if we get extra things you know
um no network we don't need that okay
you say okay everything by default will
work and now I can go into my price and
select my horror game select the content
folder and with that we can use select
and now use weight I don't know who will
take a lot there are a lot of assets so
just you know get a cup of coffee and
now we'll go back all right so now it
has my graded all of the assets as you
can see now we have the Sega Mansion
folder so let's go ahead and open up
maps and I guess it will be the map
mentioned so let's open this up
okay so now yes we have the environment
in a horror game Pride so there we go
um so I have noticed this a bit like
darker than the original one I don't
know there's settings that I have to
change so on but it still looks okay for
me uh if you want to mess up with that
go ahead but look how beautiful this
looks
um so let's move around the level a bit
more you know correctly I would
recommend to set up the tone lid so you
can see a bit better
um and then also let's go into wall
settings and let's put the game mode to
BRB uh
third person game mode okay you can see
there's already a horror game uh mode uh
this is the one that came with the pack
so don't use it
that's not far Press Play I'm using my
own camera control as you can see in wow
this looks so cool and if I turn on my
flashlight oh my God
great uh so there you go you can see
everything without working let's go into
the player start and let's add some
droppers okay and we have to also have
the enemy AI so on you get the idea
um so I am pounding here let's uh spawn
it already looking into the door I just
prefer that I'm going to do is go into
the blueprints at The Dropper let's add
one here maybe
yeah okay so it doesn't fit very well
but you will need to maybe delete one
stand you know put it there you get the
I'm gonna quickly just put some drawers
but you're meant to maybe yeah you know
do it a bit more your way you get the
idea so let me start putting some
drawers over here
I mean that one here uh I'm gonna
quickly just put them and I believe
there's no enough mesh volume no so we
have to add one huge one uh so let's go
this one thanks sorry volumes not match
bounce volume and this will need to be
blocked so like 50 and hopefully it will
fill the whole thing let's Press B and
we'll start to generate there we go so
yeah I think it fills the whole level
um whereas yes it does
made into this room not but it doesn't
matter all right so there we go we have
our now image you can see this works
beautiful and let's go ahead and drag in
our AI into the level I don't know where
I'm just gonna trap it here but
there we go uh cool so now you know we
could use press play and wow wow wow
hide here
this game turn our flashlight
oh my God
this looks so cool so let's make one
final thing and it's that one of the AI
sees you gonna be playing some heavy you
know uh like violin
allow it sound so let's go ahead and do
so this is the final change so let's go
I'm gonna again leave it in the
description get the chasing Loop drag it
into here and now we can just double
click and make sure to click on looping
so I will Loop let's go into our BB AI
then graph and then we're gonna go into
the on Pawn sensing so on here what we
are going to do is after we do this
let's go and say spawn sound uh at sorry
spawns on 2D in this case will be our
chasing Loop in this case let's say this
into variable so we can then uh you know
do things with it so it'll be chasing
and music or whatever I want to call it
and then I'm going to do is also do a
fade in
and it will take like maybe three
seconds let's also make it louder so
maybe by two we'll see how the volume
works but now when you see the enemy
that sound should start to appear we can
test it out
to us directly
this basically is wondering around the
scene okay
it goes there
you can see uh it is like playing a lot
of times just because we have to make
sure that it is only and it's not
already playing so we can just do a get
right click and set as validated again
so basically if it's not valid okay
basically if the sound has not been jet
created it's very important because now
that happens we'll just you know it will
just start to create millions of uh
sounds at the same time so
let's go here
you saw me oh my God
sound
wow it does really
scare me oh my God
is there
wow hey that's really scared me okay so
the thing is that right now he lost me
but we haven't done anything to you know
stop the sound
so on here I'm going to do is basically
uh get this rank it if it's in this time
in this case it will be if it's valid
and if so we are going to do eighth Fade
Out and around three seconds uh now the
thing
is that
we will need to undo this if you know if
this has lost fully uh you know the
player but let's see
here we go
down here
there is the enemy let's see if it is
this house
yeah you can see it will never play
because it's always also go ahead and
fading out so let's go ahead and fix
this
so the business we can do is just make a
delay of maybe like
Point uh let's do like one whole second
okay and we are going to get our
Blackboard and then we're gonna do a set
of values Boot and get values pool and
then we can use get
copy paste the same variable and then
only if this
is set to uh true sorry to false
we're gonna stop the sound okay with
that it should the trick
because we're waiting like a full delay
to check that our but it's not uh
following us and then going ahead and
stopping the sound
so it's going up as you can see
follow him
There He Go he saw me
and he stops seeing me so the audio went
do you see that
let's write this again
okay so we also have to load the other
map uh let's do that oh my God
okay so I am being scared with my own
game this is very embarrassing guys okay
please uh hopefully I will remember to
you know cut that out uh that was very
embarrassing okay
um and this should be map underscore
Mansion okay there we go let's try this
again and we're going to do is go
directly into the uh Player thing okay
play from here so he sees me the audio
is playing I don't know where to go
it's Jason me you can see the sound is
is playing oh my god
um
I I
am there we go I hid and the idea goes
there we go everything made okay so
that's it guys if you found this
tutorial helpful I would really
appreciate it if you could ukulele video
And subscribe to my channel this was a
full Master Class the awesome like this
just you probably learned a lot like
you're not gonna lie and you you end up
with this absolutely incredible game
smash the like button uh the profiles
will be available in my
um page from the YouTube members without
this map of course and join my
description server follow me on my
socials
all right so I forgot one thing and is
to add the weapon into our scene she's
Dragon gonna be like here what is this
Central thing and it's also just right
click and create number two and this
will be weapon and basically we'll like
kind of glow so let's hold three left
click put that in base color but like
you know whatever call you want like
this will be cool and then I can use
multiply this by a value like for
example with five and just plug it into
the massive color so so now basically
we'll glow
and then I can go into the weapon
and then just apply that material
so aim underscore weapon and there we go
now we have it assigned there so we can
pick it up and so on so that's great so
I'm gonna put more we go here and that
said if you found this tutorial helpful
I really appreciate it if you could like
the video and subscribe to my channel I
hope that you learned a lot in this
massive tutorial the profiles will be
available in my patreon and YouTube
members except the environment of course
during my unscript server follow me on
my socials and now yes before I said bye
bye
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