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Blueprints Visual Scripting for Unreal engine

You're reading from   Blueprints Visual Scripting for Unreal engine Build professional 3D games with Unreal Engine 4's Visual Scripting system

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781785286018
Length 188 pages
Edition 1st Edition
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Author (1):
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Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
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Table of Contents (15) Chapters Close

Summary


In this chapter, we began the process of changing our simple, moving targets into fleshed out game enemies that can challenge the player. In the process, you learned the fundamentals about how AI Controllers, Behavior Trees, and Blackboards can be leveraged together to create an enemy with the ability to sense the world around them and make decisions based on that information.

As we continue the process of developing our AI to pose a serious challenge to the player, you can use the skills you have learned to consider other kinds of behaviors you might be able to provide to an enemy. Continued exploration of AI mechanics will see you continually coming back to the core loop of sensing, decision making, and acting that we began implementing here.

In the next chapter, we'll be extending our AI behavior to create an enemy that can truly challenge the player. We will add the ability for the enemy to listen for the player and investigate a sound as well as give the enemy an attack ability...

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