Unreal Engine 5 AI Masterclass, Complete Ecosystem: Behavior Tree, State Tree, EQS, Smart Objects.
Duration
20 hours of on-demand video content, spanning 43 intensive, hands-on lessons.
THE COURSE IS CURRENTLY IN EARLY BIRD WITH A 50% DISCOUNT UNTIL APRIL 21ST.
Price
150 € +
VAT
Master the Artificial Intelligence ecosystem in Unreal Engine 5 through a comprehensive, up-to-date, and hands-on training program. From the fundamentals of Behavior Trees to the new frontiers of State Trees, Smart Objects, and the EQS system, this course provides the technical expertise to design complex, reactive NPCs capable of advanced interaction with the environment and each other. Following a modular approach, you will learn to build scalable AI architectures—from controller setup to advanced inter-agent communication.
Educational & Corporate Solutions: Dedicated packages for schools, institutes, and companies are available at special rates, including managed access for students. For inquiries, please contact: info@biunivoca.com
English and Spanish subtitles are automatically generated.
BY FOLLOWING THIS COURSE YOU WILL BE ABLE TO:
Master AI Architectures: Learn how to choose and implement the right tool for the job, from basic Blueprints and Behavior Trees to the cutting-edge State Trees.
Build from Scratch: Gain the core logic required to design your own AI systems independently, moving beyond simple reliance on pre-made templates.
Leverage UE5’s Top Technologies: Configure and use Smart Objects and the Environment Query System (EQS) to transform the game world into an active resource for your NPCs.
Manage Actor Communication: Enable different game elements (such as drones and security systems) to "talk" to each other cleanly and efficiently using Blueprint Interfaces.
Work with Modern Unreal Templates: Gain the technical expertise to analyze and modify complex AI systems found in the latest engine versions (5.6 and beyond).
Solve Issues with Professional Debugging: Master visual analysis tools to identify and fix logic errors in your agents' behaviors.
ARE THERE ANY REQUIREMENTS OR PREREQUISITES FOR THE COURSE?
Basic knowledge of Unreal Engine: You should have a foundational understanding of the engine's interface and core Blueprint concepts (variables, events, functions).
No prior AI experience required: You don’t need any previous background in Artificial Intelligence; the course starts from the ground up, leading you to advanced systems.
Software: The course is built using Unreal Engine 5.7. While fundamental concepts apply to older versions, we highly recommend using 5.6 or later (ideally 5.7+) to fully utilize State Trees and Smart Objects.
Zero coding required: This is a 100% Visual Scripting course. No knowledge of C++ or other programming languages is necessary.
TO WHOM THIS COURSE IS ADDRESSED:
Blueprint Developers: Those who are comfortable with Unreal Engine’s visual logic but have never tackled the world of Artificial Intelligence.
Aspiring AI Creators: Anyone looking to move beyond simple linear scripts to create NPCs capable of making autonomous decisions.
Indie Devs and Content Creators: Independent developers who need solid, reusable, and scalable AI systems for their own projects.
Professionals staying up-to-date: Experienced Behavior Tree users who want to master Unreal’s newest standards (State Trees and Smart Objects) to stay current with versions 5.6 and 5.7.
Students and Enthusiasts: Anyone curious about how modern AI "thinks" inside a video game, taking them from total beginners to professional-grade logic.
THE PROGRAM
Module 01: Foundations & Setup: Project preparation, Drone creation, and implementation of advanced viewing systems (Top-Down and Flying cameras).
Module 02: Standard Scripting AI: Developing the first logic routines (patrolling, searching, attacking) using pure Blueprints and direct logic schemes.
Module 03: Deep Dive into Behavior Trees: Porting routines to the Behavior Tree system, analyzing Tasks, Decorators, Services, and dedicated Debugging tools.
Module 04: The New Frontier of State Trees: Full implementation of Drone logic via State Trees: handling events, parameters, sub-states, and advanced transitions.
Module 05: Spatial AI with EQS: Utilizing the Environment Query System for intelligent repositioning and debugging via Test Pawns and Contexts.
Module 06: Security Systems & Communication: Building a Security Camera and managing communication between sensors and Drones.
Module 07: Smart Objects: Final integration with Smart Objects for dynamic cover and environmental interactions, including final project debugging.
Each module includes a dedicated setup phase, allowing you to study individual systems independently.
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01
[M01 - L01] Project Setup and Foundation
In this lesson, we'll create the project and prepare the main elements (character, controller, game mode).
We'll be using Unreal Engine 5.7 throughout the course. Nothing else is needed for now, and any assets and materials will be provided in the relevant lessons.
Ready to get started? :-)29m 53sCourse purchase required -
02
[M01 - L02] Additional Top-Down view
To make our life easier in the future when testing and debugging the project, it will be useful to have additional views.
Let's start by implementing a new Top-Down view that we can activate at any time, alternating it with the default view of the starting template.
This new view will use the already existing Camera in the Character.
Enjoy the lesson!
27m 36sCourse purchase required -
03
[M01 - L03] Additional flying view
To make our life easier in the future when testing and debugging the project, it will be useful to have additional views.
In this lesson we will implement a new Top-Down view that we can activate at any time, alternating it with the default view of the starting template.
This new view will use a Pawn and a Camera independent from the original one in the Character.
Enjoy the lesson!
32m 35sCourse purchase required -
04
[M01 - L04] Level blockout and Drone creation
In this lesson we will proceed with a quick Blockout of a game level, structured with the following criteria:
allow us to test the AI's operating logic and game mechanics
put the AI into crisis and highlight some critical issues
create a stimulating environment to test more complex game logic later
To create the Blockout of the level, it is not necessary to use specific tools, you can use whatever you want, tools and assets that you are already familiar with and feel comfortable with.
If you have no preferences, you can download the assets I'll be using during the lesson for free at this link:https://www.fab.com/listings/a274824f-5b21-400a-893e-16e75c81fcaa
Although they are currently only updated up to Unreal 4.26, you can easily use them in projects based on more recent versions, as you'll see in the lesson.
Also attached to this lesson are the assets you need to import to create the Drone that we'll be using throughout the rest of the course. Again, you're free to use any assets you like in place of the ones provided.
Enjoy the lesson!
27m 17sCourse purchase required -
05
[M02 - L05] Dronte Controller and logic diagrams
In this lesson, we’ll create and set up the Drone Blueprint and its AI Controller (AIC). I’ll also walk you through some logic schemes I’ve prepared while planning the project, and we'll analyze the flowcharts representing the logic we’re about to implement.
Enjoy the lesson!
27m 20sCourse purchase required -
06
[M02 - L06] The perception and "senses" of the Drone
In this lesson, we’ll refine and polish the level, set up the Navigation Mesh, and add 'senses' and 'perception' to the Drone. We’ll also begin outlining the different 'states' that will define its behavior.
Enjoy the lesson!
27m 45sCourse purchase required -
07
[M02 - L07] Patrolling routine
In this lesson, we’ll implement our first routine: patrolling! We’ll also run into our first few challenges and walk through some basic debugging to fix them.
Enjoy the lesson!
45m 21sCourse purchase required -
08
[M02 - L08] Search routine
In this lesson, we’ll implement the Searching routine, add more drones to the level, and finalize the patrol paths using Patrol Points. We’ll also run some tests and debug the transition between patrolling and searching behaviors.
Enjoy the lesson!
35m 57sCourse purchase required -
09
[M02 - L09] Chase and Attack
In this lesson we will implement the Chasing and Attacking routines.
Enjoy the lesson!
23m 32sCourse purchase required -
10
[M02 - L10] Enemy detection
In this lesson, we’ll implement the player detection logic and trigger the different behavior routines. We’ll also review our progress so far and provide an overview of potential improvements.
Enjoy the lesson!
21m 57sCourse purchase required -
11
[M03 - L11] Project Setup Module 03 (Behavior Tree)
In this lesson, we’ll create duplicates of some assets and the level so we can work on Module 03 without affecting our progress from Module 02.
The goal is to keep the results of each module fully functional and intact, exactly as we left them in the final lesson. To achieve this, we’ll work with a separate copy of the project for each new module. Additionally, we’ll set up a new Behavior Tree and Blackboard, while also cleaning up the AI Controller logic.
Enjoy the lesson!
14m 51sCourse purchase required -
12
[M03 - L12] Patrol Routine (Behavior Tree)
In this lesson, we’ll implement our first behavior routine using the Behavior Tree: Patrolling.
Enjoy the lesson!
28m 20sCourse purchase required -
13
[M03 - L13] Sequences and Decorators (Behavior Tree)
In this lesson, we’ll see how to define and use the main Sequences and our first Decorators. Plus, I’ll share some quick tips on how to navigate the Official Documentation and how to get the most out of the brand-new Virtual Assistant.
Enjoy the lesson!
27m 24sCourse purchase required -
14
[M03 - L14] AIController and Perception (Behavior Tree)
In this lesson, we’ll revisit the AI Controller and its Perception settings. We’ll prepare the AI Controller to interface with the Behavior Tree and Blackboard, defining key exchange properties and variables such as the Target Actor and Last Known Location (LKL).
Enjoy the lesson!
24m 1sCourse purchase required -
15
[M03 - L15] Target Acquired (Behavior Tree)
In this lesson, we’ll focus on setting up the routine and managing a specific scenario: when the Drone acquires a target, entering the 'Target Acquired' state.
Enjoy the lesson!
39m 12sCourse purchase required -
16
[M03 - L16] Target Lost (Behavior Tree)
In this lesson, we’ll focus on setting up the following logic: what happens when the Drone loses sight of its target? We’ll call this routine: Target Lost.
Enjoy the lesson!
29m 21sCourse purchase required -
17
[M03 - L17] Service (Behavior Tree)
In this lesson, we’ll look at how to automatically update the Last Known Location (LKL) using a Service while in the 'Target Acquired' state.
Enjoy the lesson!
14m 29sCourse purchase required -
18
[M03 - L18] Search Routine (Behavior Tree)
In this lesson, we’ll implement a Searching routine for our Drone.
Enjoy the lesson!
42m 6sCourse purchase required -
19
[M03 - L19] Debug Tools (Behavior Tree)
In this lesson, we’ll take a moment for an overview of the dedicated debugging tool designed specifically for AI and Behavior Trees.
Enjoy the lesson!
9m 40sCourse purchase required -
20
[M04 - L20] Project Setup Module 04 (State Tree)
In this lesson, we’ll lay the groundwork for experimenting with State Trees. We’ll duplicate and set up the necessary assets, create our very first State Tree, and do some 'cleanup' within the AI Controller.
Enjoy the lesson!
29m 21sCourse purchase required -
21
[M04 - L21] Tasks and Conditions (State Tree)
In this lesson, we’ll create some simple debugging tasks and implement our first parameters and conditions. At this stage, we’ll also need to review the Drone’s Perception settings within the AI Controller.
Enjoy the lesson!
20m 24sCourse purchase required -
22
[M04 - L22] State Tree Events
In this lesson, we’ll see how to create custom Tagged Events to communicate with the State Tree. We’ll also tackle the creation of a custom Condition based on these Events.
Enjoy the lesson!
20m 1sCourse purchase required -
23
[M04 - L23] Sub-States, Parameteri e Transizioni (State Tree)
In questa lezione ci dedicheremo alla creazione di Transizioni basate su Eventi, alla implementazione della routine di Patrolling ed i suoi sotto-stati, inoltre vedremo come effettuare la lettura e la scrittura dei Parameters dello State Tree da un Task.
Buon proseguimento!
37m 2sCourse purchase required -
24
[M04 - L24] Patrolling (State Tree)
In this lesson, we’ll focus on the Patrolling routine and all of its associated sub-states.
Enjoy the lesson!
29m 31sCourse purchase required -
25
[M04 - L25] Searching (State Tree)
In this lesson, we’ll focus on the Searching routine.
Enjoy the lesson!
30m 16sCourse purchase required -
26
[M04 - L26] Target Acquired (State Tree)
In this lesson, we’ll focus on the Drone's behavior when a target is spotted—the 'Target Acquired' state.
Enjoy the lesson!
35m 56sCourse purchase required -
27
[M04 - L27] Target Lost (State Tree)
In this lesson, we’ll handle the Drone's behavior when a target is lost (Target Lost). We have also finally reached the point where we can perform a comprehensive test and debug everything we’ve built so far.
Enjoy the lesson!
36m 4sCourse purchase required -
28
[M04 - L28] State Tree Debugger
In this lesson, we’ll take an overview of the primary debugging tools available for State Trees.
Enjoy the lesson!
11m 14sCourse purchase required -
29
[M05 - L29] Project Setup Module 05 (EQS)
In this lesson, we’ll lay the groundwork for experimenting with EQS (Environment Query System). We’ll duplicate and set up the necessary assets to create a new, independent test level, just as we did for the previous modules.
Enjoy the lesson!
20m 41sCourse purchase required -
30
[M05 - L30] Drone Repositioning (EQS)
In this lesson, we’ll modify the State Tree to introduce a new repositioning logic (State) for the Drone within the 'Target Acquired' routine.
Enjoy the lesson!
34m 56sCourse purchase required -
31
[M05 - L31] Test Pawn and Debug (EQS)
In this lesson, we’ll set up our EQS and use a specific tool to test it: the EQS Test Pawn. We’ll use it to understand how the Environment Query System works and develop its features to suit our project's needs.
Enjoy the lesson!
28m 50sCourse purchase required -
32
[M05 - L32] Test and Context (EQS)
In this lesson, we’ll focus on developing the remaining Tests to finalize our EQS and work on the Query Context.
Enjoy the lesson!
29m 19sCourse purchase required -
33
[M05 - L33] Project Debugging (EQS)
In this lesson, we’ll wrap up our work on the EQS. We’ll focus on refining the Tests, adjusting the settings, and finalizing the debugging process.
Enjoy the lesson!
32m 37sCourse purchase required -
34
[M06 - L34] Project Setup Module 06 (SecCam)
In this lesson, we’ll duplicate the map, folders, and assets to prepare for Module 06. We’ll also import the necessary assets to build the Security Camera (SecCam) and create the Blueprints for its components.
Enjoy the lesson!
16m 29sCourse purchase required -
35
[M06 - L35] Camera Perception (SecCam)
In this lesson, we’ll start working on the Camera and its Perception settings. We’ll also handle the setup for visual debugging aids.
Enjoy the lesson!
22m 28sCourse purchase required -
36
[M06 - L36] Sensing and Communication (SecCam)
In this lesson, we’ll work on implementing the Camera’s movement, managing detection logic, and setting up communication with the Drone.
Enjoy the lesson!
34m 28sCourse purchase required -
37
[M06 - L37] Drone Alert Event (SecCam)
In this lesson, we’ll work on implementing an Event using a Blueprint Interface to trigger the Drone's Alert State. We’ll also discover what a State Tree Event Payload is and how to use it.
Enjoy the lesson!
37m 6sCourse purchase required -
38
[M06 - L38] Fix Orientation Perception (SecCam)
In this lesson, we’ll focus on explaining and fixing the Camera’s Perception orientation. This lesson will also mark the conclusion of Module 06!
Enjoy the lesson!
15m 54sCourse purchase required -
39
[M07 - L39] Module 07 Project Setup (Smart Objects)
In this lesson, we’ll get ready for the final Module of the course! We’ll prepare the project for Smart Objects, enable the necessary plugins, and as usual, set up the specific folders and assets for this module.
Enjoy the lesson!
27m 33sCourse purchase required -
40
[M07 - L40] State Tree and Smart Objects
In this lesson, we’ll work on implementing a specific State Tree for the Drone to interface with Smart Objects. We’ll also create a new Task to handle the Smart Object Slot Claim.
Enjoy the lesson!
44m 29sCourse purchase required -
41
[M07 - L41] Interacting with Smart Objects
In this lesson, we’ll focus on implementing cover movement and lowering the Drone's altitude using the Character's 'Crouch' function.
Enjoy the lesson!
26m 56sCourse purchase required -
42
[M07 - L42] Cover Movement (Smart Objects)
In this lesson, we’ll run a general functional test of the new State Tree and work on finalizing the Drone's cover movement using the Crouch mechanic.
Enjoy the lesson!
20m 47sCourse purchase required -
43
[M07 - L43] Smart Objects Debugging and Project Completion
In this lesson, we’ll focus on debugging the State Tree Tasks and the Drone's parameters to finalize the cover procedure.
With this, we have reached the end of the project and the course—congratulations!
All the best for your future projects, and good luck! :-)
16m 55sCourse purchase required