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Unreal Engine 4.X By Example

You're reading from   Unreal Engine 4.X By Example An example-based practical guide to get you up and running with Unreal Engine 4.X

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Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
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Author (1):
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Benjamin Carnall Benjamin Carnall
Author Profile Icon Benjamin Carnall
Benjamin Carnall
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Table of Contents (12) Chapters Close

Preface 1. Introduction to Unreal Engine 4 FREE CHAPTER 2. Blueprints and Barrels – Your First Game 3. Advanced Blueprint, Animation, and Sound 4. Unreal Engine, C++, and You 5. Upgrade Activated – Making Bounty Dash with C++ 6. Power Ups for Your Character, Power Ups for the User 7. Boss Mode Activated – Unreal Robots 8. Advanced AI and Unreal Rendering 9. Creating a Networked Shooter 10. Goodbyes and Thank yous Index

Creating a basic behavior tree and black-board!


Ok, now that we have a rough idea of the workings of a behavior tree, let's work with one directly so we can solidify that knowledge and understanding. The purpose of this tree is to provide AI behavior to our boss character. We can start by simply getting our boss to identify the player as a target and track to the player. If the player runs far away from the boss or is occluded by blocking geometry, the AI will begin to path between a home location and last location the player was seen.

Setting up the blackboard

Start by creating a new behavior tree asset by right-clicking in the Content browser and selecting Behavior Tree from the Artificial Intelligence section of the provided list, as follows:

Call this new behavior tree BossBT. Then create a new Blackboard asset from the same category. Call this BossBB. We will start by adding the blackboard keys we are going to be utilizing in BossBT. Open the BossBB asset we just created and you will be...

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