Behavior Trees in the Unreal Engine : Function and Application
Abstract: This thesis presents the implementation and functionality of the user interface for creating behavior trees in the Unreal Engine (version 4.10). The thesis analyzes the final version of the behavior trees in a game development project carried out over one year with a group ranging between four and seven members. The game which is analyzed is a third person adventure game which contains four types of simple behavior trees. These include two enemies who mainly move towards the player to attack whenever in range and two bosses with individual behavior. The thesis describes the various types of nodes available in the Unreal Engine as well as how the behavior trees in the game are structured. Focus is placed on how the structure achieves the required result and how the process resulted in the final version of the behavior trees.
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