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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

Designing Behavior Trees - Part III

This chapter is a continuation of the previous one, and is the final part of Designing Behavior Trees. We will finish what we started. In particular, we will build the final Behavior Tree and make it run.

In particular, we will cover the following topics:

  • Generating the Blackboard and the Behavior Tree assets
  • Setting up the Blackboard so that it can be used with the Behavior Tree
  • Implementing the Behavior Tree (using either the Blueprint or C++ nodes) to make a Chasing Behavior
  • Making the Behavior Tree running (both in a Blueprint or C++)
  • Improving the C++ nodes of the Behavior Tree to better align with best practices

Once again, we will be implementing everything in both Blueprint and C++ to give you a broader idea of what you can use. Alternatively, if you already know what you want to use, you can just follow one of the two implementations...

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