thanks for playing it! the character controller, enemy ai and platforms are all done by blueprint. so, not long! i think i only had 3 days to build it all and most of the work was in blender.
i think anyone can make extremely complex ai using unreal 5. blueprint is so easy to understand and it's really only limited by your imagination. here's how i did the blue robot's ai in redbot. i broke down every action into custom functions: chase, move, attack, sleep, hit. when the player gets within a certain range of the enemy, it becomes active and starts picking custom functions to perform. most of the time it will chase you and when it's not chasing you it might sleep, which changes the enemies' face image to a cute little sleepy face. when the enemy gets really close to you, it will roll a random number and if the number is higher than x, it will hit you and cause damage. otherwise, it will wait x seconds and try again if it is in range. same with the turrets, if you are in range, the only custom function they have is called, shoot.
the ending boss is basically a sequence of custom functions. it will shoot at you until you do enough damage, then it will change it's strategy and shoot faster and more accurately than before. the blueprint was controlled by a set of boolean values that would switch from false to true to control the flow of the ai.
i've always wanted to make debrief videos about game jam games that i made, but i didn't think anyone wanted to watch something like that. maybe i will try it out.