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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

Creating a Composite Node

In most of these cases, you will not need to extend a Composite Node. By "most of these cases", I mean that you can create very complex AI Behavior Trees that can perform very complicated tasks, and that you really shouldn't extend or create a Composite Node unless you really need to.

In fact, a Composite Node influences the flow of the Behavior Tree, including which node to execute, which Decorators to check, and which Service to activate. By default, there are only three: Selector, Sequence, and Simple Parallel. These will be more than enough for covering most of our cases.

However, if you really have specific needs, then Unreal Engine is so flexible that it allows you to extend a Composite Node as well.

First of all, this is impossible to do in Blueprint, so the only way you can extend a (or create a new) Composite Node is through C...

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