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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

Summary

In this chapter, we explored how to log both in C++ and Blueprint. This allows us to easily spot portions of our code that are wrong, or variables that contain wrong values.

It was particularly useful to learn about Custom Categories, since this is a very powerful part of the logging system within Unreal. In fact, it allows us to create a specific category for each part of our game, and increase or decrease the quantity of messages (based on importance) for each category, potentially even at runtime. Furthermore, it allows us to easily strip away debugging code once we need to ship the game, which we can do by simply changing the values of the DECLARE_LOG_CATEGORY_EXTERN() macro.

In the next chapter, we will explore more specific tools for performing debugging on the AI tools we have encountered during this book, from the Navigation System to EQS. Mastering these is important...

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