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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 FREE CHAPTER 2. Creating Basic AI 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

Summary

This chapter contains everything necessary to get started with some impressive AI. We talked about Behavior Trees, which help create decisions for your AI based on situations it encounters. Then, we talked about creating a mid-range attack for you, the player, and the AI to use. We set up the controllers and began setting up the controllers for more functions. The last thing to do before getting everything running in Behavior Tree was to set up the waypoints for the AI to patrol. Finally, we integrated everything into Behavior Tree.

You just learned how to create the basic form of game AI using the tools available within Unreal Engine 4.

We are done! We have created some fun and challenging AI. Let's now get ready for our next chapter. After learning all of this material on AI and Unreal Engine 4 and how they mix together, it is important that we spend a chapter reviewing everything that has been talked about. I will also point out the things we could have done differently. Then...

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