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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

Introducing movement


We only covered movement for pawns because this book is just an introduction. However, if you had any interest in getting other pawn types to move, you have to recreate the junction box, which is the movement component. This movement component for a type of pawn is responsible for taking input delta and converting it into acceleration.

What this means for the car AI is first getting the direction from one point to another, resulting in the position direction. Then, we need to make this position direction relative to the car AI by subtracting it from the car AI's forward direction. This results in a direction delta, which can be applied to the car AI's direction.

You can do something similar in 3D space for a spaceship as well. What this means is that if you want to create a spider AI that can't be moved by the default movement component, then by creating a custom movement component, you can tell the spider AI to move anywhere you wish and still be able to integrate it...

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