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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
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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

Blackboard


This stores the memory for an individual agent or agents. This works hand in hand with the Behavior Tree. It allows easy and direct access to variables from any of your Task nodes. Imagine that your Behavior Tree is your EventGraph, and Blackboard is your variable that you use in EventGraph. With the Instance Synced function, you can replicate the variable to every instance of the Blackboard class within the world. Now, let's start creating our Blackboard:

  1. We need to create a new Blackboard (which is under AI assets when you right-click within Content Browser) and name it DogBrain. This will store our State as Enum DogState for the Behavior Tree branches, Mailman as ThirdPersonCharacter if we have one found, Foodbowl as itself if we have found, and lastly our latest search Locations as a vector for EQS. You may see the elements we created as follows:

  2. Let's save this all. We have to create Behavior Tree now that we have the bare components that make up our Behavior Tree. Let's go...

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