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.
To get the most out of this book
Download the example code files
You can download the code bundle for this book from here: https://github.com/PacktPublishing/Hands-On-Artificial-Intelligence-with-Unreal-Engine.
We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!
Download the color images
We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: https://www.packtpub.com/sites/default/files/downloads/9781788835657_ColorImages.pdf.
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."