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Unreal Engine 4 AI Programming Essentials

You're reading from   Unreal Engine 4 AI Programming Essentials Create responsive and intelligent game AI using Blueprints in Unreal Engine 4

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781784393120
Length 188 pages
Edition 1st Edition
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Authors (2):
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Jie Feng Jie Feng
Author Profile Icon Jie Feng
Jie Feng
Peter Newton Peter Newton
Author Profile Icon Peter Newton
Peter Newton
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Table of Contents (11) Chapters Close

Preface 1. Introduction to Game AI FREE CHAPTER 2. Creating Basic AI 3. Adding Randomness and Probability 4. Introducing Movement 5. Giving AI Choices 6. How Does Our AI Sense? 7. More Advanced Movement 8. Creating Patrol, Chase, and Attack AI 9. What Have We Learned? Index

Chapter 7. More Advanced Movement

In this chapter, we will focus on flocking and more advanced path-following behaviors. What we will try to achieve is implementing flocking behaviors to create realistic movement for our AI, such as when you need agents to avoid each other while all are moving in the same direction. Sometimes, it's necessary for your agents to seek a leader, so you can create different formations of agents. First, we want to set up everything we need to get some pawns moving around within a level. Next, we will add some blueprints to these pawns to give them the ability to discover new leaders. Lastly, we will introduce flocking behavior so that we can see how our AI moves as a group.

The topics covered in this chapter are as follows:

  • Setting up an actor blueprint for movement
  • Implementing following behavior
  • Implementing flocking behavior with features such as separation, cohesion, and alignment
  • Adding behavior control through UMG
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