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Artificial Intelligence in Unreal Engine 5

You're reading from   Artificial Intelligence in Unreal Engine 5 Unleash the power of AI for next-gen game development with UE5 by using Blueprints and C++

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Product type Paperback
Published in Oct 2024
Publisher Packt
ISBN-13 9781836205852
Length 358 pages
Edition 1st Edition
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Author (1):
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Marco Secchi Marco Secchi
Author Profile Icon Marco Secchi
Marco Secchi
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Table of Contents (22) Chapters Close

Preface 1. Part 1: Introducing Artificial Intelligence in Games FREE CHAPTER
2. Chapter 1: Getting Started with AI Game Development 3. Chapter 2: Introducing the Unreal Engine AI System 4. Part 2: Understanding the Navigation System
5. Chapter 3: Presenting the Unreal Engine Navigation System 6. Chapter 4: Setting Up a Navigation Mesh 7. Chapter 5: Improving Agent Navigation 8. Chapter 6: Optimizing the Navigation System 9. Part 3: Working with Decision Making
10. Chapter 7: Introducing Behavior Trees 11. Chapter 8: Setting Up a Behavior Tree 12. Chapter 9: Extending Behavior Trees 13. Chapter 10: Improving Agents with the Perception System 14. Chapter 11: Understanding the Environment Query System 15. Part 4: Exploring Advanced Topics
16. Chapter 12: Using Hierarchical State Machines with State Trees 17. Chapter 13: Implementing Data-Oriented Calculations with Mass 18. Chapter 14: Implementing Interactable Elements with Smart Objects 19. Index 20. Other Books You May Enjoy Appendix – Understanding C++ in Unreal Engine

Creating perception stimuli

In the previous section, we utilized the out-of-the-box pawn feature that enables it to be visible to sight sense. We will now analyze actors that are not perceivable by default; this means we will need to add AIPerceptionStimuliSourceComponent to an actor. What’s more, we will learn how to register or unregister these stimuli, in order to make the actor visible or invisible to the Perception System.

Creating the target actor

In this subsection, we will create a new actor that will serve as a target for the dummy gunner puppet, but with a twist – this actor will create some interference in the level and won’t be visible to the security camera. Achieving this kind of feature is quite easy, once you know how to register and unregister an actor from the Perception System. We are basically creating a scrambler device that will disturb – that is, it will be invisible to – the gunner sight sense.

To keep things simple...

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