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Hands-On Artificial Intelligence with Unreal Engine

You're reading from   Hands-On Artificial Intelligence with Unreal Engine Everything you want to know about Game AI using Blueprints or C++

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Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781788835657
Length 552 pages
Edition 1st Edition
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Author (1):
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Francesco Sapio Francesco Sapio
Author Profile Icon Francesco Sapio
Francesco Sapio
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Table of Contents (19) Chapters Close

Preface 1. Section 1: The Unreal Framework FREE CHAPTER
2. Making the First Steps in the World of AI 3. Behavior Trees and Blackboards 4. Navigation 5. Environment Querying System 6. Agent Awareness 7. Extending Behavior Trees 8. Crowds 9. Section 2: Designing and Implementing Behavior Trees
10. Designing Behavior Trees - Part I 11. Designing Behavior Trees - Part II 12. Designing Behavior Trees - Part III 13. Section 3: Debugging Methods
14. Debugging Methods for AI - Logging 15. Debugging Methods for AI - Navigation, EQS, and Profiling 16. Debugging Methods for AI - The Gameplay Debugger 17. Going Beyond 18. Other Books You May Enjoy

Exploring the built-in nodes

Before we create our own Generators, Contexts, and Tests, let's talk about built-in nodes. Unreal comes with a handful of useful built-in, general-purpose nodes. We are going to explore them in this section.

Keep in mind that this section is going to analytically explain how each of the built-in nodes of EQS works, like documentation would. So, please use this section as a reference manual if you wish, and skip sections if you are not interested in them.

Built-in Contexts

Since we started explaining EQS by looking at Contexts, let's start from built-in Contexts. Of course, making general-purpose Contexts is almost a paradox, since a Context is very specific to the "context"...

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