Book Image

Unreal Engine 4 AI Programming Essentials

By : Jie Feng, Peter Newton
Book Image

Unreal Engine 4 AI Programming Essentials

By: Jie Feng, Peter Newton

Overview of this book

Unreal Engine is a powerful game development engine that provides rich functionalities to create 2D and 3D games. Developers have the opportunity to build cross-platform mobile and desktop games from scratch. This book will show you how to apply artificial intelligence (AI) techniques to your Unreal project using blueprints as your scripting language. You will start with an introduction to AI, and learn how it is applied to gaming. Then you'll jump right in and create a simple AI bot and apply basic behaviors to allow it to move randomly. As you progress, you'll find out how to implement randomness and probability traits. Using NavMesh, you will impart navigation components such as character movement, MoveTo nodes, settings, and world objects, and implement Behavior Trees. At the end of the book, you will troubleshoot any issues that might crop up while building the game.
Table of Contents (16 chapters)
Unreal Engine 4 AI Programming Essentials
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

BT Composites, Task, Decorator, and Service


Tasks are executed by composites. Composites are important because they directly affect the flow control within your Behavior Tree.

Composites come in three forms at the time of writing this: Sequence, Selector, and Simple Parallel. Here's a description of each:

  • Sequence: This executes each node, returning success on the last node; however, if any node fails, it will immediately return failure and abort the rest of the leaves.

  • Selectors: This executes each node, returning success immediately and aborting the rest of the leaves. If a node returns failure, it continues to only return failure if the last child returns failure.

  • Simple Parallel: This executes one task and a subtree at the same time, which allows you to walk and allow another tree of decision making to be at the top of the walk task, for example.

Tasks are usually the last node in the change to be called as they contain the code that would affect the AI actions directly. We will make...