Chapter 9: Building Smart Enemies with Artificial Intelligence
In this chapter, we'll add another challenge to our gameplay by making enemies that pose a threat to our player. To do so, we'll leave behind our target cylinders in favor of enemies that have AI behavior. We want to set up enemies that have the potential to pose a threat to the player and can analyze the world around them to make decisions. To accomplish this, we are going to learn about Unreal Engine's built-in tools for handling AI behavior and how those tools interact with our Blueprint scripting. In the process, we will cover these topics:
- Setting up the enemy actor to navigate
- Creating navigation behavior
- Making the AI chase the player
By the end of the chapter, we will be able to create a Behavior Tree that handles enemy navigation in the level and make them chase the player when they are in their line of sight.