Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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++

Arrow left icon
Product type Paperback
Published in Oct 2024
Publisher Packt
ISBN-13 9781836205852
Length 358 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Marco Secchi Marco Secchi
Author Profile Icon Marco Secchi
Marco Secchi
Arrow right icon
View More author details
Toc

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

Implementing smart object logic

We are now ready to create the Blueprint that will contain the Smart Object definition, making it a fully functional Smart Object. To do so, follow these steps:

  1. Open the Blueprints folder and create a new Blueprint extending from Actor. Call it BP_Workbench. Double-click on the newly created asset to open it.
  2. In the Components panel, add a StaticMesh component and select it.
  3. In the Details panel, set the Rotation property to (0.0, 0.0, -90.0) and the Static Mesh property to Workbench_Decorated_Workbench_Decorated.
  4. In the Components panel, add a SmartObject component and select it.
  5. In the Details panel, locate the Smart Object category and set the Smart Object Definition property to SOD_Workbench. The viewport should now look like the one shown in Figure 14.4:
Figure 14.4 – Viewport

Figure 14.4 – Viewport

Now, open the Event Graph panel and do the following steps:

  1. Add an OnSmartObjectEvent node.
  2. Connect...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image