Introduction
In this module, we will delve into the world of Artificial Intelligence (AI) within Unreal Engine, focusing on Behavior Trees. Behavior Trees are a powerful tool for creating complex AI behaviors in a structured and manageable way. By the end of this module, you will understand the basics of AI in Unreal Engine, how to set up and use Behavior Trees, and how to create intelligent and responsive AI characters.
Key Concepts
- AI Controllers: Special controllers that manage AI characters.
- Behavior Trees: A hierarchical structure used to define the behavior of AI characters.
- Blackboards: Data storage used by Behavior Trees to store and retrieve information.
- Tasks, Services, and Decorators: Components of Behavior Trees that define specific actions, conditions, and logic.
Setting Up AI Controllers
Step-by-Step Guide
-
Create an AI Controller:
- Right-click in the Content Browser.
- Select
Blueprint Class
. - Choose
AIController
as the parent class. - Name it
MyAIController
.
-
Assign the AI Controller to a Character:
- Open your AI character Blueprint.
- In the
Details
panel, find thePawn
section. - Set the
AI Controller Class
toMyAIController
.
Creating a Behavior Tree
Step-by-Step Guide
-
Create a Behavior Tree:
- Right-click in the Content Browser.
- Select
Artificial Intelligence
>Behavior Tree
. - Name it
MyBehaviorTree
.
-
Create a Blackboard:
- Right-click in the Content Browser.
- Select
Artificial Intelligence
>Blackboard
. - Name it
MyBlackboard
.
-
Link the Blackboard to the Behavior Tree:
- Open
MyBehaviorTree
. - In the
Details
panel, set theBlackboard Asset
toMyBlackboard
.
- Open
Understanding Behavior Tree Components
Tasks
Tasks are the actions that the AI will perform. For example, moving to a location, attacking, or patrolling.
Example Task: Move To
// MoveToTask.cpp #include "MoveToTask.h" #include "AIController.h" #include "BehaviorTree/BlackboardComponent.h" EBTNodeResult::Type UMoveToTask::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) { AAIController* AIController = OwnerComp.GetAIOwner(); if (AIController) { FVector Location = OwnerComp.GetBlackboardComponent()->GetValueAsVector("TargetLocation"); AIController->MoveToLocation(Location); return EBTNodeResult::Succeeded; } return EBTNodeResult::Failed; }
Services
Services run periodically and can be used to update Blackboard values or perform checks.
Example Service: Update Target Location
// UpdateTargetLocationService.cpp #include "UpdateTargetLocationService.h" #include "AIController.h" #include "BehaviorTree/BlackboardComponent.h" void UUpdateTargetLocationService::TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) { AAIController* AIController = OwnerComp.GetAIOwner(); if (AIController) { FVector NewLocation = // Logic to determine new location OwnerComp.GetBlackboardComponent()->SetValueAsVector("TargetLocation", NewLocation); } }
Decorators
Decorators are conditional checks that determine whether a branch of the Behavior Tree should be executed.
Example Decorator: Check Health
// CheckHealthDecorator.cpp #include "CheckHealthDecorator.h" #include "AIController.h" #include "BehaviorTree/BlackboardComponent.h" bool UCheckHealthDecorator::CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const { AAIController* AIController = OwnerComp.GetAIOwner(); if (AIController) { float Health = OwnerComp.GetBlackboardComponent()->GetValueAsFloat("Health"); return Health > 50.0f; } return false; }
Practical Exercise
Exercise: Create a Patrolling AI
- Create a new AI Controller and assign it to your AI character.
- Create a Behavior Tree and Blackboard.
- Add a
Move To
task to the Behavior Tree. - Create a Service to update the target location periodically.
- Add a Decorator to check if the AI should continue patrolling.
Solution
-
AI Controller:
- Create
PatrolAIController
and assign it to your AI character.
- Create
-
Behavior Tree and Blackboard:
- Create
PatrolBehaviorTree
andPatrolBlackboard
.
- Create
-
Move To Task:
- Implement a
MoveToTask
that moves the AI to a location stored in the Blackboard.
- Implement a
-
Update Target Location Service:
- Implement
UpdatePatrolLocationService
to update the target location.
- Implement
-
Health Check Decorator:
- Implement
CheckHealthDecorator
to ensure the AI only patrols if health is above a certain threshold.
- Implement
Conclusion
In this module, we covered the basics of AI in Unreal Engine, focusing on Behavior Trees. We learned how to set up AI Controllers, create and configure Behavior Trees, and use Tasks, Services, and Decorators to define AI behavior. By completing the practical exercise, you should now have a solid understanding of how to create intelligent and responsive AI characters in Unreal Engine.
Unreal Engine Course
Module 1: Introduction to Unreal Engine
- What is Unreal Engine?
- Installing Unreal Engine
- Navigating the Interface
- Creating Your First Project
Module 2: Basic Concepts
Module 3: Intermediate Blueprints
Module 4: Advanced Blueprints
Module 5: C++ Programming in Unreal Engine
- Setting Up Your Development Environment
- Basic C++ Syntax
- Creating C++ Classes
- Integrating C++ with Blueprints
Module 6: Advanced C++ Programming
Module 7: Advanced Topics
- Physics and Collision
- Rendering and Post-Processing
- Procedural Content Generation
- Virtual Reality Development