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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

Displaying EQS information

To test your gym, just start the simulation; you should notice the following behavior:

  • The AI agent will shoot at a target and then reload the weapon
  • The AI agent will avoid shooting at targets that are not in the line of sight

This behavior should go on indefinitely; that’s perfectly fine as the gunner is looking for targets by searching for the BP_Target class. To improve the gym, you may wish to implement some extra logic, such as a destroy system for targets that have been hit or a points counter for each target that has been hit.

To show on the screen what’s happening, you will need to enable the debugging tools, as explained in Chapter 6, Optimizing the Navigation System. Once the debugging tools are enabled, you will just need to hit the 3 key on your numpad to show the EQS information and then select the AI agent; in our case, you should see a set of information similar to the one depicted in Figure 11.6:

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