AI Development in Unreal Engine
Author: Matthew Fox
As we move further through our journey making hand cannons and cutlasses, we all have run into our own issues and solutions. For a while, I was a bit stuck on creating the enemy character, and how exactly I wanted it to maneuver around the world. The first step to do this, was of course setting up a basic AI that allowed our enemies to wander around the scene, making things seem a bit more lively. I ended up using task nodes inside of C++ rather than the blueprint counterpart, as this was the best way I could wrap my head around it. Below is some code that I had cooked up, along with some easy to read comments that make things a bit easier to understand. This is the barest bones for an AI, mind you! We will soon be ramping this up as we move along!
Along with some of the code, we had a bit of trouble navigating Perforce and it's own unique problems that will most likely continue to be had as we move along. Many quality of life changes between Github and Perforce are making things a little sluggish, but the workflow will be easier and easier as we move on through the month as we move on to get an alpha version of our game working and ready!
See you soon!
Hand Cannons & Cutlasses
Status | In development |
Author | SanityStudios |
Genre | Action |
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