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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

Controllers


In this example, we will give PlayerController the ability to take and apply damage. This is done once the AI is finished, and you'll be able to fight the AI. Also, as we will use AI Perception in this course, we should register the Stimuli source for our controller. Next, we will set up the AIController. We will give it the ability to sense stimuli. Then, we will create an Actor component, which will contain the function needed to update Behavior Tree.

Let's move on and begin to create these base components, as follows:

  1. In the AI folder, right-click and select Blueprint. Then, from the options, select Player Controller. Then, we want to name this OutController.

  2. Open Event Graph and find Event BeginPlay.

  3. Right-click nearby and search for Get Controlled Pawn. Then, pull from Return Value and search for Assign OnTakeAnyDamage.

  4. This will create an OnTakeAnyDamage event and output Damage.

  5. We need to create a variable to hold our Health variable. Click on Add variable and make a Float variable...

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