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UE5 Side Project TPS Rockman _ Drone AI Demo

  Basic Drone Setup The first enemy I designed for this side project is an airborne drone, a relatively weak, low-tier enemy that typically patrols near its spawn point and appears in groups. These drones use ranged attacks and maintain a tactical distance from the player: they move closer if the player is too far, and retreat if the player gets too close. They also follow a group-based combat system; only drones that have acquired attack priority may initiate an attack, while the others wait in line, circling the player by strafing left or right until their turn. This article details how I implemented the drone using UE5. Demo Footage AI Behavior Setup Patrol Uses EQS to find a random location around itself as a movement target. If the drone strays too far from its spawn point, it returns to resume patrolling. Combat – Maintaining Engagement Distance When detecting the player character (PC), the drone uses EQS centered on the PC to find an optimal engagement position. If the...

UE5 Side Project TPS Rockman _ Player Character Demo

For Megaman - My Favorite Game Series I was a huge fan of the Mega Man series as I grew up. This series was full of challenging platforming and engaging boss fights. What captivated me the most was unlocking a unique special weapon after each boss fight. Each one is thoughtfully designed with its own distinct function and strategic use. Inspired by Mega Man, I decided to create a third-person action shooter using UE5. On one hand, it's a way for me to practice using Unreal Engine; on the other, it’s an opportunity to build the kind of game I’ve always loved. This article focuses on how I designed and built the player character. Demo Footage 3C Character: The player controls an advanced combat robot equipped with a handheld cannon, fighting against various robot enemies. The character features high mobility and uses UE’s default Mannequin model for appearance. Camera: The game uses a third-person perspective with a relatively distant camera. When aiming, the view shifts to an ove...