Book Image

Hands-On Artificial Intelligence with Unreal Engine

By : Francesco Sapio
5 (1)
Book Image

Hands-On Artificial Intelligence with Unreal Engine

5 (1)
By: Francesco Sapio

Overview of this book

Learning how to apply artificial intelligence ( AI ) is crucial and can take the fun factor to the next level, whether you're developing a traditional, educational, or any other kind of game. If you want to use AI to extend the life of your games and make them challenging and more interesting, this book is for you. The book starts by breaking down AI into simple concepts to get a fundamental understanding of it. Using a variety of examples, you will work through actual implementations designed to highlight key concepts and features related to game AI in UE4. You will learn to work through the built-in AI framework in order to build believable characters for every game genre (including RPG, Strategic, Platform, FPS, Simulation, Arcade, and Educational). You will learn to configure the Navigation, Environmental Querying, and Perception systems for your AI agents and couple these with Behavior Trees, all accompanied with practical examples. You will also explore how the engine handles dynamic crowds. In the concluding chapters, you will learn how to profile, visualize, and debug your AI systems to correct the AI logic and increase performance. By the end of the book, your AI knowledge of the built-in AI system in Unreal will be deep and comprehensive, allowing you to build powerful AI agents within your projects.
Table of Contents (19 chapters)
Free Chapter
1
Section 1: The Unreal Framework
9
Section 2: Designing and Implementing Behavior Trees
13
Section 3: Debugging Methods
14
Debugging Methods for AI - Logging

Setting parameters for the Nav Mesh

If you click on the Nav Mesh Bounds Volume, you will notice that there are no options for the generation of the Nav Mesh. In fact, some parameters are at the project level, while others are at the map level.

Let's navigate to the World Outliner, where you will find that a RecastNavMesh-Default actor has been placed in the scene, as shown in the following screenshot:

In fact, when you drag a Nav Mesh Bounds Volume, if the map doesn't have a RecastNavMesh-Default, one will be created. If we click on it, we will be able to change all of its properties in the Details Panel.

As you can see, there are a lot of default values. These can be changed in the Project Settings (under the Navigation Mesh tab). Let's break down every section, and try to grasp the main concepts around them.

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