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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project 2. Setting Up Your Warrior FREE CHAPTER 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

The AI assets

As we discussed earlier in this chapter, the process of creating AI within Unreal Engine requires a recipe of several assets. Each of these assets is there for a different reason, and it does its own unique job. These assets are:

  • Behavior Tree
  • BTTask
  • BTService
  • Blackboard

Let's look at these assets individually.

Behavior Tree

The Behavior Tree asset could be considered as a different type of blueprint, but it does not hold too much logic or coding; it holds several connections between different tasks, better described as behaviors.

A behavior tree could be very complex or simple; it depends on your AI system and the goals you have for it.

The best part about behavior trees is that they have their own editor with a unique visual aspect and not many types of nodes to use. Although the node types are few, they are enough to bring your AI to life.

Creating a behavior tree could be done by right-clicking inside the content browser and then finding it underneath the Artificial Intelligence...

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