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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

Explaining advanced features

In this section, we are going to explore how Unreal Engine copes with some of the common features of C++, such as casting and delegates.

Casting

In C++ – and other programming languages, casting is the process of converting a variable from one data type to another. It allows you to treat an object as a different type, which can be useful in various situations, such as when working with inheritance or interfacing with APIs. To cast in Unreal Engine, you use the Cast<T>() method. As an example, take a look at the following code:

APlayerCharacter* PlayerCharacter =
    Cast<APlayerCharacter>(Actor);

As you can see, we are trying to cast an Actor pointer to an APlayerCharacter type.

In Unreal Engine, the Cast<T>() function is a safe way to cast pointers to a specific class type, as your code will return nullptr instead of crashing when the cast itself fails.

Casting in Unreal Engine should be approached...

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