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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
Author Profile Icon Peter Newton
Peter Newton
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Toc

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

Setting up the agents


Let's create a new project called AdvancedMovement using the Physics Ball template. Currently, we are using Unreal Engine 4.8.3. The first thing we want to do is find our PhysicsBallBP class and open up EventGraph. We can do this by implementing the points given as follows:

  1. After our project is loaded, navigate into the RollingBP section and then into the Blueprints folder.

  2. In here, you'll find PhysicsBallBP, and this will act as our agent in this chapter. Let's open up to EventGraph for this actor.

    Note

    We want to introduce two new vector variables to hold the current direction of the agent. The other will hold the location where the agent is spawned.

  3. Now, let's remove any unnecessary logic from the example. I removed the following variables:

    • The JumpImpulse variable

    • The CanJump variable

    All the blueprint code located in EventGraph is not in the following screenshot:

  4. Okay, now that we have a starting ground, let's create a variable called Direction and give it the vector variable...

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