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Blueprints Visual Scripting for Unreal engine

You're reading from   Blueprints Visual Scripting for Unreal engine Build professional 3D games with Unreal Engine 4's Visual Scripting system

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781785286018
Length 188 pages
Edition 1st Edition
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Author (1):
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Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
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Table of Contents (10) Chapters Close

Chapter 5. Making Moving Enemies with AI

In this chapter, we'll be adding additional challenge to our gameplay by making enemies that pose a threat to the 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 are capable of analyzing the world around them in order to make decisions. To accomplish this, you are going to learn about Unreal Engine 4's built-in tools for handling AI behavior and how those tools interact with our Blueprint scripting. In this process, we will accomplish the following goals:

  • Constructing an AI that is capable of decision-making using a Behavior Tree, a Blackboard, and an AI Controller
  • Creating a patrol path in the level that the AI will follow using a NavMesh
  • Modifying the AI to pursue the player character when they see the player
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