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Artificial Intelligence in Unreal Engine 5

You're reading from   Artificial Intelligence in Unreal Engine 5 Unleash the power of AI for next-gen game development with UE5 by using Blueprints and C++

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Product type Paperback
Published in Oct 2024
Publisher Packt
ISBN-13 9781836205852
Length 358 pages
Edition 1st Edition
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Author (1):
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Marco Secchi Marco Secchi
Author Profile Icon Marco Secchi
Marco Secchi
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Table of Contents (22) Chapters Close

Preface 1. Part 1: Introducing Artificial Intelligence in Games
2. Chapter 1: Getting Started with AI Game Development FREE CHAPTER 3. Chapter 2: Introducing the Unreal Engine AI System 4. Part 2: Understanding the Navigation System
5. Chapter 3: Presenting the Unreal Engine Navigation System 6. Chapter 4: Setting Up a Navigation Mesh 7. Chapter 5: Improving Agent Navigation 8. Chapter 6: Optimizing the Navigation System 9. Part 3: Working with Decision Making
10. Chapter 7: Introducing Behavior Trees 11. Chapter 8: Setting Up a Behavior Tree 12. Chapter 9: Extending Behavior Trees 13. Chapter 10: Improving Agents with the Perception System 14. Chapter 11: Understanding the Environment Query System 15. Part 4: Exploring Advanced Topics
16. Chapter 12: Using Hierarchical State Machines with State Trees 17. Chapter 13: Implementing Data-Oriented Calculations with Mass 18. Chapter 14: Implementing Interactable Elements with Smart Objects 19. Index 20. Other Books You May Enjoy Appendix – Understanding C++ in Unreal Engine

Implementing behavior tree tasks and services

Before creating the behavior tree, it is crucial to have a clear understanding of the intended implementation. The AI agent will need to manage the following behaviors:

  • Wander around the level looking for target locations
  • The default movement speed is running, but if the battery level is low, the movement speed should switch to walking
  • Once the battery is depleted, it should stop moving
  • Once the battery is fully charged, it should return to the movement pattern

It is worth noting that the battery depletion and recharging logic has already been implemented in the BaseDummyCharacter class, so we won’t need to worry about it – we will just need to listen to the events dispatched by the character and behave accordingly.

As I mentioned in the previous chapter, the Unreal Engine AI system provides a comprehensive collection of tasks, services, and decorators for our AIs. However, it’s worth...

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