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Unreal Engine 4 AI Programming Essentials

You're reading from   Unreal Engine 4 AI Programming Essentials Create responsive and intelligent game AI using Blueprints in Unreal Engine 4

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781784393120
Length 188 pages
Edition 1st Edition
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Authors (2):
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Jie Feng Jie Feng
Author Profile Icon Jie Feng
Jie Feng
Peter Newton Peter Newton
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Peter Newton
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Toc

Table of Contents (11) Chapters Close

Preface 1. Introduction to Game AI 2. Creating Basic AI FREE CHAPTER 3. Adding Randomness and Probability 4. Introducing Movement 5. Giving AI Choices 6. How Does Our AI Sense? 7. More Advanced Movement 8. Creating Patrol, Chase, and Attack AI 9. What Have We Learned? Index

Path Finding


We will break the operation of Path Finding into different components that all work cohesively. The first component is NavMesh, which represents the traversable path. This isn't the only Navigable Mesh generation component, but this is also the most commonly used representation of the Navigable Mesh. Another component is NavMeshModifiers, which can serve different purposes. A few examples are as follows:

  • Influence Mapping: This allows you to feed the AI input information based on their location on NavMesh

  • Null Paths: These simply allow you to cut out areas of NavMesh

  • Allowed Paths: These simply allow you to block any AI that isn't allowed to navigate this area of NavMesh

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