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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

State transition


This concludes what is necessary for our transition out of state 1. Next, we will do what is required for state 2, and this will allow us to detect the changes necessary to exit this state back to state 0 once we no longer see the enemy. Perform the following steps:

  1. Going back to the switch node on State, which we created earlier (in Step 55) and creating a new connection from 2, let's create GetAiController.

  2. Next, we need to check whether our Enemy Actor variable is valid. We will do this by dropping out the Enemy Actor variable, pulling from the pin, and then creating the IsValid node.

  3. If the variable is valid, we want to move our AIController toward our enemy. We can do this by pulling from Return Value on GetAiController and then creating Move To Actor. Then, we can connect our valid Enemy Actor variable to our Move To Actor goal input.

  4. Next, we want to use the Tick event within the AIController to check whether we have the line of sight of our enemy when we're in state...

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