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150 Figure 3.3.10 Functional Decision Logic during runtime
Simulated and screen-recorded by Author.
153 Figure 3.3.11 Navmesh at work
Simulated and screen-recorded by Author.
153 Figure 3.3.12 Flocking Behaviors recreated with Vector and World-Offset nodes within UE4
155 Figure 3.3.13 The Behavior Tree allows a visual way to define AI tasks within UE4
155 Figure 3.3.14 Behavior Tree Execution Order from top to down and left to right
156 Figure 3.3.15 Explore Tasks defined within the Behaviour Tree
157 Figure 3.3.17 Agent Exploring the space by utilizing this data
Simulated and screen-recorded by Author.
159 Figure 3.3.18 Behavior Tree Object-Looking state tasks
161 Figure 3.3.20 Agents ‘juggling’ the distances to the objects until they look right
Simulated and screen-recorded by Author.
165 Figure 3.3.21 Simplified steps for establishing object Interaction tasks
165 Figure 3.3.22 Object-Interact State tasks within behavior tree
167 Figure 3.3.23 Agent interacting with an object
Simulated and Screen-recorded by Author.
167 Figure 3.3.24 Agents lining up before interacting with the object
Simulated and Screen-recorded by Author.
169 Figure 3.3.25 Agent Interact state tasks within Behavior Tree
169 Figure 3.3.26 Agents interacting with each other
Simulated and Screen-recorded by Author.
171 Figure 3.3.27 Threshold State tasks within Behavior Tree
171 Figure 3.3.28 Agent moving through threshold
Simulated and Screen-recorded by Author.
173 Figure 3.3.30 Spawning Agents at Entrance Thresholds
175 Figure 3.3.31 Enter State tasks within the Behavior Tree
175 Figure 3.3.32 Agents entering and exiting the building
178 Figure 3.3.35 Bug with obtaining a position vector for establishing agent global offset
Simulated and Screen-recorded by Author.
178 Figure 3.3.36 Bug with obtaining a position for the agents to form a line
Simulated and Screen-recorded by Author.
179 Figure 3.3.37 Bug with animation looping for the Agent Interact State
Simulated and Screen-recorded by Author.
Simulated and Screen-recorded by Author.
180 Figure 3.3.39 Functional Behavior Tree during runtime
Simulated and Screen-recorded by Author.
183 Figure 3.3.40 UE4 animation system breakdown
183 Figure 3.3.41 Autodesk Character Generator
185 Figure 3.3.42 Agents become lifeless floating objects without animation
Simulated and Screen-recorded by Author.
185 Figure 3.3.43 Animation Sequence within UE4 drives the skeletal mesh asset.
186 Figure 3.3.45 State Machine
187 Figure 3.3.46 Adobe Maximo
189 Figure 3.3.47 Animations controlled by the State Machine during runtime
Simulated and screen-recorded by Author.
190 Figure 3.3.48 Flowchart of updated Human Systems within UE4By Author.
193 Figure 3.4.1 The Construction Script is visually very similar to the Blueprint
195 Figure 3.4.3 Command Center viewport and properties
197 Figure 3.4.5 Entrance/Exit viewport and properties
197 Figure 3.4.6 Threshold viewport and properties
199 Figure 3.4.7 Architectural Object viewport and properties
Screen-captured and edited by Author.