Využití behaviorálních stromů v Unreal Engine 5

Abstract

This bachelor’s thesis explores the use of behavioral trees for implementing non-player character (NPC) behavior within the Unreal Engine 5 (UE5) framework. The aim is to analyze the principles of behavioral trees, compare them with other NPC behavior implementation techniques, and demonstrate their practical application in a prototype game. The thesis focuses on designing and implementing complex NPC behaviors, including dynamic interaction with the environment, responses to player actions, and collaboration among NPCs. The work includes documentation of the principles of behavioral trees, the design of several behavior types, their implementation in a prototype game, and the use of a version control system during development.

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Subject(s)

behavioral trees, non-player characters, Unreal Engine 5, NPC behavior, version control system

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