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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

Creating a Decorator

Recalling from Chapter 2, Behavior Trees and Blackboards, a Decorator is a conditional node (which can also be seen as a gate) that controls the execution flow of the sub-branch that it is attached to (if the execution would enter in the sub-branch in the first place).

In a similar fashion on how we extended/created a Task, we can extend/create a Decorator. Once again, we will first dive into how to do it in Blueprint, and then move on to how to extend it in C++.

Creating a Decorator in Blueprint

To create a Blueprint Decorator, like we did for Tasks, you can press the "New Decorator" button in the top bar of the Behavior Tree Editor, as shown in the following screenshot:

Alternatively, you...

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