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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

Visualizing Environment Queries

As we mentioned previously, there is a simple built-in way to visualize Environment Queries within the Game World, directly from the Viewport; the game doesn't even have to be running. In fact, there is a special Pawn that it is able to do this. However, this Pawn cannot be brought directly into the level, because to ensure that it is not misused, it has been declared virtual within the code base. This means that to use it, we need to create our own Blueprint Pawn that inherits directly from this special Pawn.

Thankfully, after this step, the Pawn is fully featured, and it doesn't need any more code, just the parameters to work with (i.e. the Environmental Query you want to visualize).

To start, create a new Blueprint. The class to inherit from is EQSTestingPawn, as shown in the following screenshot:

Then, you can rename it MyEQSTestingPawn...

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