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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

Service – Update Chasing Behavior

We didn't describe anything like a service in our Expected Behaviour, and that's fine – it means that we don't need anything like a service for our Behavior, per-se. However, each Behavior Tree has to update the relevant values somehow. One way to do this is by using a service.

The kinds of services that update specific values are often specific (in the implementation) and less likely reusable, but sometimes they are needed to run the Behavior Tree. Moreover, since we already looked at a practical example on how to create a Task and a Decorator, this is the occasion to learn a bit more about Services.

We need to think about the variables contained in the Blackboard, and which one needs to be updated.

The first variable that we need to assign is the Player. In fact, we need to have a reference to the Player Pawn so...

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