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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

Debugging Methods for AI - Logging

In this chapter, we will look at a series of methods that we can use to debug our AI systems. Of course, they can be used in general, and not only for AI. However, since AI can be tricky sometimes, mastering how to do proper logging in Unreal can be a time-saver when you need to find and fix a bug related to AI. In fact, often, due to variables that haven't been properly set, maybe with wrong values, we end up not executing a portion of code, or make a miscalculation.

In this chapter, we will cover the following topics:

  • Console Logging and on-screen messages in Blueprint
  • On-screen messages in C++
  • Console Logging in C++
  • Creating a Custom Logging Category (C++)

By mastering the art of logging, you will be able to easily keep track of your values and which part of the code you are executing. Moreover, creating a Custom Logging Category allows...

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