Unreal Engine 4 AI Programming Essentials

Create responsive and intelligent game AI using Blueprints in Unreal Engine 4
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Unreal Engine 4 AI Programming Essentials

Peter L. Newton, Jie Feng

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Create responsive and intelligent game AI using Blueprints in Unreal Engine 4
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Book Details

ISBN 139781784393120
Paperback188 pages

Book Description

Unreal Engine is a powerful game development engine that provides rich functionalities to create 2D and 3D games. Developers have the opportunity to build cross-platform mobile and desktop games from scratch. This book will show you how to apply artificial intelligence (AI) techniques to your Unreal project using blueprints as your scripting language. You will start with an introduction to AI, and learn how it is applied to gaming. Then you'll jump right in and create a simple AI bot and apply basic behaviors to allow it to move randomly. As you progress, you'll find out how to implement randomness and probability traits. Using NavMesh, you will impart navigation components such as character movement, MoveTo nodes, settings, and world objects, and implement Behavior Trees. At the end of the book, you will troubleshoot any issues that might crop up while building the game.

Table of Contents

Chapter 1: Introduction to Game AI
Game Artificial Intelligence
How AI affects the gaming experience
Techniques and practices of game AI
Unreal Engine 4 tools
Summary
Chapter 2: Creating Basic AI
Goal
Setting up the project
Using our new AIController class
Reviewing the current progress
Adding the challenge
Traces
The Enemy logic
Adding the Enemy AI
Summary
Chapter 3: Adding Randomness and Probability
Introducing probability
RandomStream in Unreal Engine 4
The plan
Adding Wander
Fleeing and attacking
Summary
Chapter 4: Introducing Movement
Overview
Path Finding
The A* algorithm
Navigation Mesh
The movement component
Let's start!
Waypoints
Navigation
Summary
Chapter 5: Giving AI Choices
Behavior Tree in AIController
Creating Behavior Tree
Blackboard
Designing Behavior Tree
Summary
Chapter 6: How Does Our AI Sense?
Overview
AI Sense
AI Perception components
State machines
Pawn detection
State transition
Resetting the state
Simulating and playing
Summary
Chapter 7: More Advanced Movement
Setting up the agents
Viewing the agent
Following the agent
Steering behavior: Flocking
Controlling behavior through UMG
Summary
Chapter 8: Creating Patrol, Chase, and Attack AI
Creating a Blackboard
Mid-range attack
Controllers
Waypoints
BT Composites, Task, Decorator, and Service
Creating the logic
Summary
Chapter 9: What Have We Learned?
Creating basic AI
Adding randomness and probability
Introducing movement
Giving our AI choice
How does our AI sense?
More advanced movement
Creating patrol, chase, and attack AI
Summary

What You Will Learn

  • Understand the fundamental components of Game AI within Unreal Engine 4
  • Skillfully introduce Game AI within Unreal Engine 4
  • Configure, customize, and assign Navigation and AI components to your pawn
  • Create, debug, and analyze Game AI behavior
  • Design responsive Game AI using the Behavior Tree methodology
  • Create smart objects designed to interact with AI
  • Utilize advanced AI features within your project to maximize the user experience

Authors

Table of Contents

Chapter 1: Introduction to Game AI
Game Artificial Intelligence
How AI affects the gaming experience
Techniques and practices of game AI
Unreal Engine 4 tools
Summary
Chapter 2: Creating Basic AI
Goal
Setting up the project
Using our new AIController class
Reviewing the current progress
Adding the challenge
Traces
The Enemy logic
Adding the Enemy AI
Summary
Chapter 3: Adding Randomness and Probability
Introducing probability
RandomStream in Unreal Engine 4
The plan
Adding Wander
Fleeing and attacking
Summary
Chapter 4: Introducing Movement
Overview
Path Finding
The A* algorithm
Navigation Mesh
The movement component
Let's start!
Waypoints
Navigation
Summary
Chapter 5: Giving AI Choices
Behavior Tree in AIController
Creating Behavior Tree
Blackboard
Designing Behavior Tree
Summary
Chapter 6: How Does Our AI Sense?
Overview
AI Sense
AI Perception components
State machines
Pawn detection
State transition
Resetting the state
Simulating and playing
Summary
Chapter 7: More Advanced Movement
Setting up the agents
Viewing the agent
Following the agent
Steering behavior: Flocking
Controlling behavior through UMG
Summary
Chapter 8: Creating Patrol, Chase, and Attack AI
Creating a Blackboard
Mid-range attack
Controllers
Waypoints
BT Composites, Task, Decorator, and Service
Creating the logic
Summary
Chapter 9: What Have We Learned?
Creating basic AI
Adding randomness and probability
Introducing movement
Giving our AI choice
How does our AI sense?
More advanced movement
Creating patrol, chase, and attack AI
Summary

Book Details

ISBN 139781784393120
Paperback188 pages
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