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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
Languages
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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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Toc

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

To get the most out of this book

Being comfortable with using Unreal Engine 4 is an important starting point. The objective of this book is to take those who work with the technology to a level where they are comfortable enough with all aspects to be a leader and driver of that technology on a project.

Download the example code files

Download the color images

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text. Here is an example: "The next event to implement is OnBecomRelevant(), and it is only fired when the Service becomes relevant"

A block of code is set as follows:

void AMyFirstAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
AUnrealAIBookCharacter* Character = Cast<AUnrealAIBookCharacter>(InPawn);
if (Character != nullptr)
{
UBehaviorTree* BehaviorTree = Character->BehaviorTree;
if (BehaviorTree != nullptr) {
RunBehaviorTree(BehaviorTree);
}
}
}

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

void AMyFirstAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
AUnrealAIBookCharacter* Character = Cast<AUnrealAIBookCharacter>(InPawn);
if (Character != nullptr)
{
UBehaviorTree* BehaviorTree = Character->BehaviorTree;
if (BehaviorTree != nullptr) {
RunBehaviorTree(BehaviorTree);
}
}
}

Bold: Indicates a new term, an important word, or words that you see on screen. For example, words in menus or dialog boxes appear in the text like this. Here is an example: "Select BT_MyFirstBehaviorTree from the drop-down menu within the Behavior Tree variable."

Warnings or important notes appear like this.
Tips and tricks appear like this.
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