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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

Creating an AI agent

As the first step in testing the pathfinding system, we are going to create an agent whose sole aim is to reach a target actor inside the level; it won’t be anything fancy, just an actor that will be able to reach a target point in the level.

Let’s start by creating a new folder inside Content Drawer and calling it Blueprints. Double-click on the newly created folder to open it and perform the following steps:

  1. Right-click on Content Drawer and, from the menu that opens, select Blueprint Class.
  2. From the Pick Parent Class window that will open, select Character, as depicted in Figure 4.2:
Figure 4.2 – Character creation

Figure 4.2 – Character creation

  1. Name the newly created asset BP_NavMeshAgent.
  2. Double-click on it to open it.

As you probably already know, the Character class refers to a specific type of pawn that is designed to represent players or AI agents in a vertically oriented manner, allowing them to walk...

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