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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

Adding perception to an agent

In this section, we will create a new AI agent that will use the Perception System. We will create a security camera that will probe nearby surrounding areas, looking for some possible targets for the dummy gunner that we created in Chapter 9, Extending Behavior Trees. Think of it as some kind of infrared camera for a dark environment. Once the camera spots a target, it will tag it so that the gunner will be able to locate it in the environment.

We will start by creating an Actor class that will be used as the camera model.

Creating the BaseSecurityCam class

Even though we will be implementing the Perception System inside the AI controller, a nice model to display in the level will help your environment’s look and feel, so let’s start by creating a new C++ class, extending from the Pawn class and named BaseSecurityCam. Once the class has been created, open the BaseSecurityCam.h file and add the following forward declaration after...

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