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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

Understanding the Blackboard

In Unreal Engine, the Blackboard is a crucial component of behavior trees; it acts as a memory space – some sort of brain – where AI agents can read and write data during their decision-making process. This means that developers will be able to query and update information stored within it.

The Blackboard is created as a Blackboard Data asset, which will be assigned to a behavior tree, and it contains a set of variables – named keys – that store specific information of predefined types. These keys can be accessed and manipulated during runtime to influence the decision-making of AI characters.

Figure 7.10 – Blackboard example

Figure 7.10 – Blackboard example

A key can be set to Instance Synced; in this case, the key itself will be synchronized across all instances of the Blackboard. This synchronization ensures that any changes made to the value of the key will be reflected consistently across all instances of the AI agents...

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