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

Designing Behavior Tree


Let's name our Behavior Tree DogTree and make sure our DogBrain Blackboard asset is plugged into the ROOT entry node. The Blackboard asset set here has variables that can be accessed by the functions within the tree during execution. When variables are instanced and synced, you have a global variable for Mailman that all other dogs with the same Blackboard asset can see.

Our Behavior Tree will be set up in visually similar way to the following screenshot:

What you can note here is that we will start with a Selector node. This is because we do not want to exit the tree if our child node fails. If it fails, we want to continue to the next node that will ultimately succeed. Within individual trees, we will do something different. Now that we are in a state, we sometimes want to control the sequence of events in order to replicate a particular behavior for this state. So, for our Hungry state, we will first need to have a bowl. Once we have our bowl, we can go eat. We will...