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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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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

Adding Wander

Here, we will define three states of AI. This will make it easier when specifying actions in different states. Now, the first state we will add is Wander. It will make the AI move randomly and indefinitely. This will be the initial state of the AI, and it will be capable of transitioning into other states once we approach the AI. The other two states are the two reactions that we give the AI. The idea is that when we approach the AI, there is a chance that it will flee or attack. The chance is the probability that we determined and created in the blueprint.

Setting up the project

Let's open Unreal Engine 4! Perform the following steps:

  1. First, we have to change our Enemy to act as a wandering frightened monster. So, double-click on the Enemy AIController. Now, navigate to Event Graph and zoom in.
  2. We want to create a new variable for State and make this Integer.
  3. Next, we have to change the Find Hero script. We will adapt this to detect the Hero. What we also want to keep is...
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