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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

Designing Behavior Tree


Let's name our Behavior Tree DogTree and make sure our DogBrain Blackboard asset is plugged into the ROOT entry node. The Blackboard asset set here has variables that can be accessed by the functions within the tree during execution. When variables are instanced and synced, you have a global variable for Mailman that all other dogs with the same Blackboard asset can see.

Our Behavior Tree will be set up in visually similar way to the following screenshot:

What you can note here is that we will start with a Selector node. This is because we do not want to exit the tree if our child node fails. If it fails, we want to continue to the next node that will ultimately succeed. Within individual trees, we will do something different. Now that we are in a state, we sometimes want to control the sequence of events in order to replicate a particular behavior for this state. So, for our Hungry state, we will first need to have a bowl. Once we have our bowl, we can go eat. We will...

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