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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

Debugging perception

It’s now time to test our perception logic and learn how to properly debug the Perception system at runtime. In order to do this, we will need to add some small improvements to the base dummy character. As previously mentioned, the Pawn and Character classes are already registered with sight stimuli, so we won’t need to implement this logic. However, we will need to handle damage, as we will be playing around with both BP_RoamerDummyCharacter and BP_GunnerDummyCharacter. It appears that exciting and enjoyable times are just around the corner!

Enhancing the roamer behavior tree

The first step in improving our AI agents will be adding some logic to handle damage to the dummy roamer behavior tree. In particular, we want the AI agent to sit down when it is hit by a Nerf gun projectile. We will start by adding a new key to the dedicated Blackboard.

Improving the Blackboard

A new flag is required for the Blackboard to effectively monitor and...

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