
Unreal Engine 5 Tutorial - Commanding AI Part 3: Recognising Enemies
The video walks developers through adding enemy‑recognition logic to a UE5 AI system, extending a Pikmin‑style tutorial series. It shows how to attach an AI Perception component, configure sight sense, and enable detection of actors based on affiliation. Key steps include retrieving each actor’s team tag via a custom interface, comparing it against the controlled pawn’s tag, and using the OnTargetPerceptionUpdated event to push the detected enemy into a blackboard entry called “TargetActor.” A new behavior‑tree task (BT_Task_AttackTarget) calls an “Attack” function on the pawn, allowing the AI to switch from idle or move commands to an aggressive attack routine. The presenter demonstrates the setup by coloring enemy units, duplicating move commands into a “Command Attack” node, and wiring the blackboard check to trigger the attack task only when the stimulus is successfully sensed. He notes that idle AI must first run an empty behavior to initialize the blackboard, preventing runtime errors. For developers, this tutorial provides a ready‑made pattern for aggressive AI that reacts instantly to hostile sighting, laying groundwork for more nuanced passive or defensive behaviors in future episodes. The approach streamlines team‑based perception handling and can be adapted to a wide range of UE5 projects.

Unreal Engine 5 Tutorial - Stats and Achievements Part 2: Steam Achievements
The video walks developers through adding Steam achievements to an Unreal Engine 5 project by extending a previously built activity tracker. It explains why achievement writes must occur in the PlayerController rather than the GameMode, and shows how to bind the...

Mario Day! // A Ryan Laley Games Podcast
The Ryan Laley Games podcast marked Mario Day on March 10, using the occasion to reminisce about the iconic plumber’s legacy and its pervasive influence across the gaming industry. Co‑hosts Ryan and Bill riffed on the holiday’s origins—spelling “MAR10”—while weaving...

Unreal Engine 5 Tutorial - Stats and Achievements Part 1: Activity Tracker
The video walks developers through building an Activity Tracker in Unreal Engine 5.7, a foundational component for stats, achievements, and tutorial cues. It starts by showing how to create hierarchical Gameplay Tags—such as PlayerActions.Jump or Tutorial.LearnControls—in the project settings, then moves...

Live Unreal Engine Support // Question Time Livestream
Ryan Laley hosted a live Unreal Engine support livestream, fielding real‑time questions from developers while showcasing his indie horror game “Mimic” available on Steam and Epic Games. He promoted multiple revenue streams, including Patreon, Ko‑fi, and paid one‑on‑one sessions, and...

Is Pokémon Still Good? // Ryan Laley Games Podcast #15
The Ryan Laley Games Podcast episode #15 tackles a perennial question: is Pokémon still a good game? Host Ryan and co‑host Bill launch the conversation with personal anecdotes, then pivot to a broader assessment of the franchise’s relevance in today’s...

Unreal Engine 5 Tutorial - Commanding AI Part 2: Move To Command
The video walks through adding a "Move To" command to AI units in Unreal Engine 5, continuing a Pikmin‑style series that teaches developers how to command gathered allies. Key steps include creating a new function in the AI interface, using two line...

Unreal Engine: Fake Niagara Hit Effects & Water Bullets! #shorts
The video demonstrates a workaround for generating hit events in Unreal Engine's Niagara system, which by default does not support direct impact detection. The creator builds a Blueprint class for a water projectile, adds a sphere collision component, sets it to...

Unreal Engine AI: Make Enemies Chase & Attack! #shorts
The video walks through building a basic enemy AI in Unreal Engine that patrols to a designated area and attacks a tower‑defense tile. It starts by covering essential groundwork—adding a Nav Mesh Bounds Volume to cover the entire level, enabling...

How Is World of Warcraft Remaining Relevant // Ryan Laley Games Podcast #14
World of Warcraft has stayed relevant by shifting from a raid‑centric design to a player‑choice, multi‑path live service. Blizzard introduced clear roadmaps and diversified post‑level content—systems beyond traditional raiding—that give players multiple meaningful ways to engage. These changes, paired with...

Live Unreal Engine Support & Q&A
The livestream was a real‑time Q&A focused on Unreal Engine development, where the host fielded community questions about networking, gameplay mechanics, and career advice while battling slow editor load times. Key technical takeaways included using PlayerState for automatic name replication, sending...

Collectibles! // A Ryan Laley Games Podcast
The Ryan Laley Games podcast episode dives into the perennial design dilemma of in‑game collectibles, asking listeners to pinpoint what makes a collectible feel satisfying versus tedious. Hosts Bill and Ryan riff on personal pet peeves—from the forced key‑hunt...

Unreal Engine 5 Tutorial - Physics Pinball Part 6: Flippers Continued
The video walks through completing a pinball flipper in Unreal Engine 5 by replacing the default complex collision with simple, auto‑convex collision so the mesh can interact with physics. After enabling Simulate Physics, the creator locks the flipper’s linear axes and...