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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

Different Teams

As the AI perception system that's built into Unreal goes, AIs and anything that can be detected can have a team. Some teams are against each other, whereas some are just neutral. As a result, when an AI comes to perceive something, that something can be Friendly (it is in the same team), Neutral, or an Enemy. For instance, if an AI is patrolling a camp, we can ignore Friendly and Neutral entities, and focus only on Enemies. By the way, the default settings are to perceive only enemies.

The way in which you can change which kind of entities an AI can perceive is through the Detecting for Affiliation settings of Sense:

This provides three checkboxes where we can choose what we would like that AI to perceive.

There are 255 teams in total, and by default, every entity is within team 255 (the only special team). Whoever is in team 255 is perceived as Neutral...

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