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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
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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

Unreal Engine 4 tools

Unreal Engine 4 provides a complete suite of tools to add common AI capability to your game. We will go into the details of each tool within this book. Here is a list of the tools that are covered:

  • Behavior Tree: This is used to create different states and the logic behind AI.
  • Navigation Component: This handles movement for AI.
  • Blackboard Asset: These are used to store information. They act as the local variable for AI.
  • Enumeration: This is used to create states, which you can alternate between.
  • Target Point: Our Waypoints class is derived from the Target Point class, which we will use to create a basic form of Path node.
  • AI Controller and Character: This controller will handle communication between the world and controlled pawn for AI.
  • Navigation Volumes: This is used to create Navigation Mesh in the environment to enable Path Finding for AI.

Let's look at the following screenshot:

Unreal Engine 4 tools

There are two types of NavMesh volume. The first, the NavMesh Bounds volume, defines the area for NavMesh. The Nav Modifier volume, when supplied with a Nav Area class, affects the NavMesh Bounds volume's navigation attributes where the two intersect.

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