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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

Testing and visualizing the navigation mesh

In this section, we will explore some built-in tools to test and visualize the Navigation Mesh.

In particular, we will see how it is possible to visualize the navigation mesh under the hood and how the navigation test actor can quickly show us "the way" (the path generated by the pathfinding algorithm).

Visualizing the navigation mesh

As we mentioned back in Chapter 3, Navigation, when we generated a Navigation Mesh, for instance, by bringing into the map the Nav Mesh Bounds Volume, we also created a RecastNavMesh-Default actor in the level. If we select it, we can see many options there are to generate the navigation mesh, and some of them we already explored. However...

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