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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

The AIStimuliSourceComponent

We have seen how an AI can perceive through a Sense, but how are the stimuli generated in the first place?

All Pawns are automatically detected

In the case of the Sight sense, by default, all the Pawns are already a stimuli source. In fact, later in this chapter, we will use the Player character, who will be detected by the AI without having an AIStimuliSourceComponent. In case you are interested in disabling this default behavior, you can do so by going into your project directory, and then going inside the Config folder. There, you will find a file named DefaultGame.ini, in which you can set a series of configuration variables. If you add the following two lines at the end of the file, Pawns...

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