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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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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

Behavior Tree in AIController


In this chapter, we will use Behavior Tree and scripts to create our autonomous state-oriented behavior. However, before we get to a higher-level control of our AI, let's understand some of the fundamental components of what allow us to control our AI. So, from the start, we have AIController, which is similar to PlayerController; this controller is responsible for interpreting all our AI input. This input is applied by the world when we request that it is moved.

With this in mind, we can introduce influence through multiple avenues within the code. We could tell AIController to move to a location, or we can tell AIController to run Behavior Tree. What's also very important to understand is that movement is applied with the CharacterMovement component. If you created a subclass from CharacterMovement, you can extend and continue to use the same Behavior Tree to introduce movement in theory.

One example of this is the car AI project I created for the Unreal Engine...

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