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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

Debugging behavior trees

Before jumping into the rest of the chapter, we should learn how to debug behavior trees. Actually, there are many methods, and some we will explore later in this chapter (with stats) and in the next one (such as the gameplay debugger).

However, I wanted to point out that it is possible to see the execution of a behavior tree. If you leave the behavior tree editor open while you play the game, you will see highlighted the current branch being executed on the behavior tree, and which decorators are blocked. Also, in the blackboard panel, it is possible to check the current values for each of the blackboard values. Here is an example from the designing behavior trees project:

Also, if you have more than one enemy running a behavior tree, you can change which one to view from the top menu, as shown:

In the same way, it is possible to see the execution of...
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