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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 FREE CHAPTER
2. Making the First Steps in the World of AI 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

Generating the Navigation Mesh

Generating a simple Navigation Mesh is pretty straightforward in Unreal. Let's look at how we can do it. From the Mode panel, in the Volume tab, you will be able to find the Nav Mesh Bounds Volume, as shown in the following screenshot:

Drag it into the world. You will notice that the volume is quite small in respect to the map. Everything inside that volume will be taken into consideration to generate a Nav Mesh. Of course, a Nav Mesh has many parameters, but for now let's keep thing simple.

If you press the P button on your keyboard, you will be able to see the Nav Mesh in the Viewport, as shown in the following screenshot:

As you can see, it is limited to the area that's contained in the volume of Nav Mesh Bounds Volume. Let's scale the Nav Mesh Bounds Volume to fit all the level we have. This is what your level should look...

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