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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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 Newton Newton
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Newton
 Feng Feng
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Feng
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Table of Contents (16) Chapters Close

Unreal Engine 4 AI Programming Essentials
Credits
About the Authors
About the Reviewer
www.PacktPub.com
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

Waypoints


In this chapter, waypoints represent the points that bots navigate to. We will make additional changes to our waypoints to limit who can traverse these points. This will be established by creating an array of actors on individual waypoints. When the pawns go to access the list of available waypoints, they will only add the waypoints they're allowed to. Here are the steps to perform for this:

  1. Start in the same Blueprint folder as before. Right-click on it and create a new blueprint. Go to Custom Classes and select the Target Point actor. We will use this for the sprite it provides.

  2. Name this new Target Point subclass Waypoint and hit Okay.

  3. Open our new Waypoint custom blueprint and create a new public ThirdPersonCharacter pawn array variable called Allowed Access. Then, select Editable so that we can modify this value directly from Unreal Editor:

  4. Now, place some waypoints in the world, and we want to try to make this random. This will allow our pawn's path to be more controlled when...

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