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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

Using advanced state tree features

In this section, we will once again extend the BaseDummyCharacter class to create an AI agent that listens for noise signals and moves to the location where the noise was generated. Once the location has been checked, the AI agent will return to its original position. We will start by creating an AI controller that will have hearing capabilities through the Perception System and will handle its AI logic through state trees. We are essentially developing a guard to protect a level from intruders. As usual, let’s start by creating our own base C++ class.

Creating the C++ AI controller

The AI controller class will need to implement a hearing sense and execute state tree logic. As mentioned earlier, at the time of writing this book, there seems to be a bug in Unreal Engine that prevents us from declaring a StateTreeAIComponent class in C++ so, for the time being, we will be implementing just the hearing sense and adding the state tree component...

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