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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

Setting up a behavior tree on an agent

To begin delving into the AI agent behavior tree, the first step is to compile the entire project. Once the process is finished, your custom tasks and services will be available as an option in the behavior tree.

Note

If you are unfamiliar with the Unreal Engine compilation process, my advice is to take a peek at Appendix A, Understanding C++ in Unreal Engine, and then return to this chapter.

Once the compilation phase is finished, we can start editing the behavior tree.

Editing the behavior tree

Open the BT_RoamerDummy asset we previously created and locate the only element – the ROOT node – present in the graph; you will see that it has a darker area at the bottom.

Figure 8.11 – The ROOT node

Figure 8.11 – The ROOT node

Clicking and dragging from this area will make all the nodes that can be connected to the ROOT node available.

Note

Moving forward, whenever I mention the task of adding a node, I will...

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