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Hands-On Artificial Intelligence with Unreal Engine

You're reading from   Hands-On Artificial Intelligence with Unreal Engine Everything you want to know about Game AI using Blueprints or C++

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Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781788835657
Length 552 pages
Edition 1st Edition
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Author (1):
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Francesco Sapio Francesco Sapio
Author Profile Icon Francesco Sapio
Francesco Sapio
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Table of Contents (19) Chapters Close

Preface 1. Section 1: The Unreal Framework FREE CHAPTER
2. Making the First Steps in the World of AI 3. Behavior Trees and Blackboards 4. Navigation 5. Environment Querying System 6. Agent Awareness 7. Extending Behavior Trees 8. Crowds 9. Section 2: Designing and Implementing Behavior Trees
10. Designing Behavior Trees - Part I 11. Designing Behavior Trees - Part II 12. Designing Behavior Trees - Part III 13. Section 3: Debugging Methods
14. Debugging Methods for AI - Logging 15. Debugging Methods for AI - Navigation, EQS, and Profiling 16. Debugging Methods for AI - The Gameplay Debugger 17. Going Beyond 18. Other Books You May Enjoy

Crowds in Unreal

In Unreal, handling a huge crowd might be challenging, especially if you are going to have a complicated system. In fact, a crowd system needs to run fast and make the crowd behave realistically.

Having a huge crowd that built-in systems don't scale properly means that you are probably basing (almost) your entire gameplay on the crowd. In this case, you should go for implementing your own Crowd system, even by modifying the built-in one. However, for most games, the built-in systems are more than enough.

In Unreal, there are two built-in systems for crowd simulation/management. These are as follows:

  • UCharacterMovementComponent's RVO
  • Detour Crowd System
Although it is possible to keep them both running, it is not advisable to do so. So, be sure to use the one that suits your needs the best, or create your own.
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