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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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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

Creating Behavior Tree

Moving onto Behavior Trees, let's begin to construct our first tree! In this project, we will create AI that resembles the behavior of a neighborhood dog. It will change its behavior state randomly every so often and continue to search for any mailman, who may loiter by its dog pin.

This will touch on using Environment Query System (EQS), which is still an experimental but powerful feature in Unreal Engine 4. It will be responsible for handing the dog a new position to search for the mailman in. So, if you're ready, let's open up a new Third Person project.

Let's create a few things for our dog to route between. The following are the steps to do so:

  1. First, let's make a new custom Target Point class and name it Foodbowl.
  2. Next, let's make a new custom Target Point class and name it DogHouse:
    Creating Behavior Tree
  3. Place these two actors accordingly within the world. We will use these to reference our dog where to move to when in the appropriate state. So, basically...
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