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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

Starting Behavior Trees from AI Controllers

Now that we have covered the basics of what Behavior Trees are and what they consist of, let's create our own. Recall from the previous chapter, the class in charge of possessing a Pawn and controlling it is the AI Controller. Thus, our Behavior Trees should run on AI Controllers.

We have two ways we can do this. The first one is by using Blueprints. Usually, even if you are a programmer, it is best to create a Behavior Tree using Blueprints, since the logic is really easy and the controller is simple. On the other hand, if you are a C++ fan and you want to use it as much as possible, even for small tasks, don't worry—I'll recreates the same logic we will do in Blueprint again, but this time in C++. In any case, Behavior Tree assets should be created and modified within the editor. What you will eventually program...

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