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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
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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

Creating a Blackboard


Blackboards define the local variable space for Behavior Trees. These Blackboards can also sync with other instances of the same Blackboard. Blackboards can be created first because you'll find yourself modifying them often until you discover everything you need for your Behavior Tree.

We will create our Blackboard data first and then supply it to our Behavior Tree. Now, let's start! Here are the steps:

  1. Right-click on the Content folder and create a new folder named AI.

  2. Now, right-click inside the folder and scroll down to find Artificial Intelligence; then, click on Blackboard. Let's name this EnemyData.

  3. We will open EnemyData and then create two object variables to be used by Behavior Tree. Name the first one TargetActor and the next one CurrentRoute.

    Note

    In case you're using Enumeration, you can define the enumeration the same way we will define actors for these objects.

  4. Click on TargetActor and select the Key Type option in the drop-down menu. Then, change the Base Class...

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