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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

Running the Behavior Tree

We have already created the whole setup, including actors, controllers, perception, and navigation. However, we don't have any code that makes this Behavior Tree run on our agent. Of course, we will cover both the Blueprint case and the C++ one.

Running the Behavior Tree using the Blueprint controller

If we have a Blueprint controller set up, we can easily modify it to get the Behavior Tree running immediately.

In fact, once we open the Editor, we can add the Run Behavior Tree node after overriding the Event OnPossess and choose the right Behavior Tree, as shown in the following screenshot:

Save it, and you are good to go! Run the game and see if it works (of course, the AI controller needs...

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