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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

Modifying the Navigation Mesh

So far, we have seen how is it possible to generate a Navigation Mesh. However, we would like to modify this so that it suits our needs better. As we mentioned previously, there might be different areas that can be costly to traverse, or there might be a connection between two points of the Nav Mesh that seem to be separated (e.g. by a ledge).

As a result, this section explores the different tools that Unreal has to modify the Nav Mesh so that it can be adapted to the level.

Nav Modifier Volume

Alright it's time to look at how we can start modifying the Nav Mesh. For instance, there might be a part of the Nav Mesh that we don't want to be crossable, or another section that we...

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