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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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Toc

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

Following the agent


We want our Agent to follow its leader agent in whichever direction it goes. While still following the other logic to bounce off walls and the movement behavior we plan to introduce, we will create an example showing how this will affect the agent's movement as follows:

This step requires us to create a few variables and one function. We want to hold our Follower and Leader actors when operating in a free setup. We also need LeaderDirection to hold the direction that the agent should be moving in. Lastly, we can mark agents to be followers or leaders by enabling or disabling a Boolean called isLeader.

With these variables, we can keep track and prevent leaders from following followers, which can create interesting movement behavior but not what we intend to make happen in this demonstration.

Follow or lead

Let's open our FlockingBall BP class and view EventGraph. Find where we will update our RelativeRotation pin for our Spring Arm variable. Between this and Calculate Direction...

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