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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

Controlling behavior through UMG


In this part of the chapter, we want to touch on using UMG to control the behaviors influenced upon our agents. We will do this by first creating a UMG widget with the proper controls to manipulate our three float variables. Then, we must assign this user widget to the owning PlayerController. Then, we will end by adding a function that will reset the Agents to their original position, starting the simulation fresh.

A simple UI

Let's navigate to our Content Browser, create a new Widget blueprint, and name it FlockingUI. Let's open this up and go to the Designer tab to get started, as follows:

  1. Let's drag Vertical Box into our Hierarchy panel.

  2. Next, set the slot (Canvas Panel) properties: the Size X value to 350.0 and the Size Y value to 600.0.

  3. Then, drag a button into our Hierarchy class under Vertical Box. Rename the button ResetButton. Next, set the Vertical Box slot's Padding properties to 75.0 and 25.0.

  4. Lastly, drag Text into our Hierarchy class under ResetButton...

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