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Ghost AI Chase and Attack in Unreal Engine 5 | Horror Escape Game - Part 5 | Beginner Friendly

596 views· 19 likes· 13:55· Feb 5, 2026

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In this video, we saw How to make make Ghost chase player in Unreal Engine 5. How to make Enemy AI in Unreal Engine. This video also includes How to make horror game in Unreal Engine. Download Project File: https://www.patreon.com/posts/complete-horror-149176525 Join My Discord Server: https://discord.com/invite/4nNtzmjhQZ If this video helped you, please drop a like and subscribe to my YouTube channel: @VercionGames Download My Games From Here: https://play.google.com/store/apps/details?id=com.vercion.Rampit Contact me here: vercionstudio@gmail.com Music used in this video: Teapot by Lukrembo Butter by Lukrembo Get them from here: https://freetouse.com/music Current Subs - 2244 ___________________________________________________________________________ unreal engine 5,ue5,horror game, tutorial, unreal engine horror game,first person horror game unreal engine 5,ue5 first person horror,ue5 beginner tutorial,ue5 how to make a horror game,unreal engine 5 simple beginner tutorial,unreal engine 5 easy horror game,unreal engine 5 beginner game,unreal engine 5 how to make a horror game on unreal engine 5, unreal engine 4,ue4,unreal engine 5 easy game tutorial,ue5 make creature ai chase game tutorial, beginner 1st person horror game in ue5 ___________________________________________________________________________ My Laptop Specs: 16 RAM DDR4 RTX 3050 AMD Ryzen 5600h #unrealengine #ue5 #ue4 #ue4tutorial #unrealengine4 #unrealengine5 #blueprints #GameDevelopment

About This Video

Hey guys, welcome back—this is part 5 of my Horror Escape Game series in Unreal Engine 5, and in this video I focused on making the Ghost AI actually feel dangerous: it can chase the player when it senses you, and it can attack when it gets close enough. Up to this point the ghost could roam the house and move between random rooms, and we already finished the roaming task and the lost task. Here, I deleted the old “move to player” code and switched the AI properly using an enum-based state in the Blackboard (Ghost Current State), so the behavior tree can cleanly jump into Chasing and then Attack. For the chasing task, I set the ghost speed to 450, used AI Move To targeting the player character, and used an acceptance radius (around 150) so it “catches” you without colliding. When it succeeds, I flip the enum to Attack and run an attack setup: stop the ghost, stop the player movement immediately, rotate both to face each other using Find Look At Rotation, disable player input, reposition the ghost 200 units in front of the player, and play an attack montage via a tagged skeletal mesh component. On montage blend-out, I trigger player death through a Blueprint Interface, ragdoll the mesh, and hide the player so the ghost doesn’t keep attacking. Finally, I fixed the “ghost never stops chasing” problem by adding a 10-second unsee timer. If the ghost doesn’t see you for 10 seconds, it broadcasts an event dispatcher to stop the chase, finishes the task, and switches the state back to Lost so the ghost returns to roaming.

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