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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
2. Making the First Steps in the World of AI FREE CHAPTER 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

Extending the Gameplay Debugger

So far, we have seen how all the different categories of the Gameplay Debugger can help us understand how our AI Character is behaving. However, wouldn't it be awesome if we could have our own category so that we can visualize the data of a custom (sub-)system we have developed for our game?

The answer is yes, and this section explains how to do it.

Keep in mind that the tool is called Gameplay Debugger, so you can extend it not only for AI, but for anything in your game, especially related to Gameplay (since it is a real-time tool to visualize information). So far, it has been extensively used for AI, but it has the potential to be used for anything else!

As we already have seen, the Gameplay Debugger is divided into Categories and Extensions.

First, we will explore how to create a Custom Category in more detail, starting from creating a...

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