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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
Author Profile Icon Peter Newton
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

Giving our AI choice


In this chapter, we focused on creating AI with multiple states using Behavior Tree. We also talked briefly about using EQS on the dog to randomly choose an area within its location. This particular example was simple, but when you begin to use filters, the power of EQS shines.

For example, you wanted to get all the enemies within 500 units of your location and eliminate those who aren't within the line of sight. Then, we cleared any enemies not within a 60-degree view angle. Lastly, we got the one closest to the character.

In Blueprint, this can be done, but it then requires you to put it in either Blueprint Library or a node. If we make it in EQS, we are only required to create the conditions in the UI. However, it's easier to share and doesn't require any scripting.

Let's compare using EQS and Blueprint to sense the environment.

The pros and cons of using EQS

The following is a pro:

  • No blueprint is required, and it is more intuitive to specify conditions

The following is...

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