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  • Book Overview & Buying Artificial Intelligence in Unreal Engine 5
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Artificial Intelligence in Unreal Engine 5

Artificial Intelligence in Unreal Engine 5

By : Marco Secchi
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Artificial Intelligence in Unreal Engine 5

Artificial Intelligence in Unreal Engine 5

5 (5)
By: Marco Secchi

Overview of this book

Have you ever wondered how to create engaging gameplay experiences that involve formidable AI opponents, capable of challenging and pushing players to their limits? If the answer is yes, then get ready to enter the realm of AI creation with Unreal Engine 5. Within the pages of this book, written by a brilliant author and game development expert, you’ll find the secrets of Unreal Engine's cutting-edge AI framework. With this newfound knowledge, you’ll be able to create immersive and dynamic gaming experiences. This step-by-step guide will teach you the art of crafting intelligent and responsive virtual opponents that challenge and engage players on a whole new level. As you follow along with practical examples, the book will guide you through the creation of fully functional AI systems. You’ll be able to harness the power of behavior trees, NavMesh systems, and sensory perception models, breathing life into your virtual characters. By the end of this book, you’ll be equipped with the knowledge you need to unleash the full potential of AI in Unreal Engine. Get ready to revolutionize your gaming creations and captivate players with AI-driven wonders that push the boundaries of what's possible! *Email sign-up and proof of purchase required
Table of Contents (22 chapters)
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1
Part 1: Introducing Artificial Intelligence in Games
4
Part 2: Understanding the Navigation System
9
Part 3: Working with Decision Making
15
Part 4: Exploring Advanced Topics

Interacting with smart objects

In this section, we will finalize the smart object system by creating an AI agent that will make good use of the previously created workbench Blueprint. As stated before, the AI agent will move around and shoot at random; from time to time, the gun will jam, and so the gunner will need to get to the workbench to fix it. The AI behavior will be handled by a behavior tree, and it will be quite straightforward, but it will help us understand how to interact with smart objects.

Let’s start by creating a helpful task we will be using in the behavior tree.

Creating the toss coin task

We are now going to create a task that will simulate the gun jamming. This task will be some sort of weighted coin toss and will return a bool value – that is, a head or tails result. The weight of the toss will help us in defining how much the gun is prone to jamming. You should already be familiar with behavior tree tasks but, for a quick refresher, you...

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