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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

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781784393120
Length 188 pages
Edition 1st Edition
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Authors (2):
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Jie Feng Jie Feng
Author Profile Icon Jie Feng
Jie Feng
Peter Newton Peter Newton
Author Profile Icon Peter Newton
Peter Newton
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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

AI Perception components


There are two components that are currently available. The first one is what you're already familiar with: the AI Perception component. The other is the AIPerceptionStimuliSource component. The latter is used to easily register the pawn as a source of stimuli, allowing it to be detected by other AI Perception components. This comes in handy, particularly in our case. Now, follow these steps:

  1. With PlayerSense open, let's add a new component called AIPerceptionStimuliSource. Then, under the Details tab, let's select Auto Register as Source.

  2. Next, we want to add new senses to create a source for. So, looking at Register as Source for Senses, there is an AISense array.

  3. Populate this array with the AISense_Sight blueprint in order to be detected by sight by other AI Perception components. You will note that there are also other senses to choose from—for example, AISense_Hearing, AISense_Touch, and so on.

The complete settings are shown in the following screenshot:

This was...

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