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Elevating Game Experiences with Unreal Engine 5

You're reading from   Elevating Game Experiences with Unreal Engine 5 Bring your game ideas to life using the new Unreal Engine 5 and C++

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Product type Paperback
Published in Sep 2022
Publisher Packt
ISBN-13 9781803239866
Length 760 pages
Edition 2nd Edition
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Authors (4):
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Gonçalo Marques Gonçalo Marques
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Gonçalo Marques
Devin Sherry Devin Sherry
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Devin Sherry
David Pereira David Pereira
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David Pereira
Hammad Fozi Hammad Fozi
Author Profile Icon Hammad Fozi
Hammad Fozi
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Toc

Table of Contents (21) Chapters Close

Preface 1. Chapter 1: Introduction to Unreal Engine 2. Chapter 2: Working with Unreal Engine FREE CHAPTER 3. Chapter 3: Character Class Components and Blueprint Setup 4. Chapter 4: Getting Started with Player Input 5. Chapter 5: Query with Line Traces 6. Chapter 6: Setting Up Collision Objects 7. Chapter 7: Working with UE5 Utilities 8. Chapter 8: Creating User Interfaces with UMG 9. Chapter 9: Adding Audio-Visual Elements 10. Chapter 10: Creating the SuperSideScroller Game 11. Chapter 11: Working with Blend Space 1D, Key Bindings, and State Machines 12. Chapter 12: Animation Blending and Montages 13. Chapter 13: Creating and Adding the Enemy Artificial Intelligence 14. Chapter 14: Spawning the Player Projectile 15. Chapter 15: Exploring Collectibles, Power-Ups, and Pickups 16. Chapter 16: Getting Started with Multiplayer Basics 17. Chapter 17: Using Remote Procedure Calls 18. Chapter 18: Using Gameplay Framework Classes in Multiplayer 19. Index 20. Other Books You May Enjoy

Behavior trees and Blackboards

Behavior Trees and Blackboards work together to allow our AI to follow different logical paths and make decisions based on a variety of conditions and variables.

A behavior tree is a visual scripting tool that allows you to tell a pawn what to do based on certain factors and parameters. For example, a Behavior Tree can tell an AI to move to a certain location based on whether the AI can see the player.

To give an example of how Behavior Trees and Blackboards are used in games, let’s look at the game Gears of War 5, which was developed with UE5. The AI in Gears of War 5, and throughout the Gears of War series, always tries to flank the player or force the player out of cover. To do this, a key component of the AI logic is to know who the player is and where they are. A reference variable to the player, and a location vector to store the location of the player, exist in the Blackboard. The logic that determines how these variables are used...

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