Creating and Adding the Enemy Artificial Intelligence
In the previous chapter, you added layered animations for the player character using animation blending with a combination of Anim Slots, Animation Blueprints, and blending functions such as Layered blend per bone
. With this knowledge, you were able to smoothly blend the throwing animation montage with the base movement state machine to create layered animations for the character.
The primary focus of this chapter is to take the C++ enemy class you created in Chapter 12, Animation Blending and Montages, and bring this enemy to life using AI. UE5 uses many different tools to achieve AI, such as AI Controllers, Blackboards, and Behavior Trees, all of which you will learn about and use in this chapter.
In this chapter, we will cover the following topics:
- How to use a Navigation Mesh to create a navigable space inside of the game world that the enemy can move in.
- How to create an enemy AI pawn that can navigate between...