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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

Profiling and visualizing environmental queries

In this section, we will explore how to visualize and profile Environmental Queries. In fact, we will gain a better understanding of how the EQS testing pawn can visualize an Environment Query, and we will explore the Profiler tool, which allows us to check the performance for each query.

Visualizing environmental queries with the EQS testing pawn

As anticipated back in Chapter 4, Environment Querying System, there is a simple built-in way to visualize environment queries within the game world, directly from the viewport; the game doesn't even have to be running. In fact, there is a special pawn that it is able to do that. However, this pawn cannot be brought directly into...

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