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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

Setting up the environment for testing the Behavior Tree

Before we move on, let's take a break from coding and create the environment that we need to test our Behavior Tree. Preparing a good test environment allows you to easily spot bugs and fix them.

In this section, we are not going to do anything fancy, but we will look at what is required for testing our AI, step by step.

Creating the Player

First of all, we need to have a Player on the level, since our AI agent will chase the Player. Moreover, in the code we are going to write in this chapter, we will need to reference a Player class.

In this case, we already have the ThirdPersonCharacter in our project (if you created the project from the Third Person Template...

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