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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

Implementing agent avoidance

It comes as no surprise that, most of the time, you will be working with more than a single agent in a level, and this means there will be a high probability that they will have crossing pathfinding rules; this means that your poor AI entities will be at a significant risk of colliding with each other. As funny as it may be, I guess that’s not the intended behavior in your game.

That’s why Unreal Engine provides an out-of-the-box – but disabled by default – avoidance system. In this section, we are going to consider how to make AI agents avoid each other.

As always, we will start with a brand-new gym.

Creating the level

As a first step, we will need a gym with some obstacles around. To get started, do the following:

  1. From the main menu, select File | New Level.
  2. Navigate to the Maps/LevelInstances folder and drag an instance of LI_Lighting inside your level; set its transform Location value to (0, 0, 0)...
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