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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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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 the logic


Now, we have all our components done. We configured our three custom nodes. Now, we just have to go back to our Behavior Tree. Then, we have to set up three states for the AI to be in. The first is Patrol, which is responsible for moving the AI to the next route. The second is Chase, which is responsible for moving the AI within radius of the player. The final state is Attack, and this state will fire and rotate the AI until Target is no longer within distance.

Now, let's open the EnemyAI Behavior Tree via the following steps:

  1. Pull down from Root, search for Selector, and set the Name to Choose State node. Here, we will define three distinct states.

  2. Pull Choose State and search for Sequence. Now, right-click, select Add Decorator, and find Blackboard.

  3. Click on Blackboard and set Key Query to Is Not Set and Blackboard Key to TargetActor.

  4. Right-click, click on Add Service, and find MoveBetweenRoutes.

  5. Click on MoveBetweenRoutes and set Current Route to CurrentRoute.

  6. Pull from Sequence...

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