Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781784393120
Length 188 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Jie Feng Jie Feng
Author Profile Icon Jie Feng
Jie Feng
Peter Newton Peter Newton
Author Profile Icon Peter Newton
Peter Newton
Arrow right icon
View More author details
Toc

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

Adding the challenge

Now, we will add line traces to the AI character. In our demonstration, we will use traces to detect the wall in front of the pawn. Other examples of using traces in the AI include Line of Sight checking, getting surface rotation, and getting nearby actors.

Let's go back to Unreal Engine Level Editor and look within Content Browser. Perform the following steps:

  1. Rename our MyController blueprint Hero; this will act as the player in this scenario.
  2. Open our Hero blueprint and go to the EventGraph section.
  3. Now, remove every node except the Event Tick and Move to Location nodes. We will replace these with new blueprint scripting:
    Adding the challenge

    Blueprint after removing unnecessary nodes

  4. Pull from the return exec pin on the Event Tick node and create a Delay node.
  5. Set the Duration value to .05 so that it will update relatively fast.
  6. Now, we have to get the location from the pawn to create line traces. We will also use the right vector to face the pawn to the right from the pawn's current...
You have been reading a chapter from
Unreal Engine 4 AI Programming Essentials
Published in: Mar 2016
Publisher:
ISBN-13: 9781784393120
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image