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Make Ghost AI in Unreal Engine 5 | Horror Escape Game - Part 3 | Beginner Friendly

901 views· 32 likes· 14:35· Feb 3, 2026

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In this video, we saw How to make make Ghost Ai 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 - 2200 ___________________________________________________________________________ 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

In part 3 of my Horror Escape Game series in Unreal Engine 5, I start building the Ghost AI and set up the foundation for a smarter enemy. I duplicate my character blueprint into a new GhostAIBP, slow the default movement speed (so it walks first), and add a Pawn Sensing component—the main thing that lets the AI “see” and “hear” the player. I tweak the sensing settings (hearing threshold, sight radius, vision angle) and I also uncheck “only sense player” because it can create bugs. Then I hook up OnSeePawn to an AI Move To so the ghost immediately chases the detected player, and I print debug strings for when it sees you and when it catches you. After that, I make sure the AI can actually navigate the house by adding a Nav Mesh Bounds Volume and visualizing it with P. If the navmesh doesn’t cover tricky areas (like slopes), I show you how I fix it by adjusting Recast NavMesh generation values—especially Default Cell Size (I set it around 5). Finally, I replace the mannequin with a real ghost model (fixing import scale via Uniform Scale 100), rebuild a simple material so it blends with the dark lighting, migrate animations from the free Horror Framework project, retarget them to the ghost, and create a 1D blend space + Animation Blueprint that drives idle/walk/run based on speed. The AI is still “a little bit dumb” here, but this setup is exactly what we’ll improve with Behavior Trees in the next part.

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