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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

Summary

In this chapter, we have completed what we started in the previous two chapters. In fact, we have built a Behavior Tree from scratch, starting from the design phase, and implementing all the components we needed along the way (both in Blueprint and C++!).

In particular, in this chapter we have seen how to build the Behavior Tree, along with the Blackboard; make the Behavior Tree run (both in a Blueprint and C++ setup); and improved the C++ implementation of the nodes by assigning node names, placing a header in the Decorator, and filtering the Blackboard Key selectors based on their type.

This chapter concludes the main features of the Unreal Engine AI Framework. However, this doesn't mean that we are finished with this Framework just yet. In fact, we can now perform an extensive debugging of the AI, which is the topic we are going to face in the next chapters.

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