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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

Detour Crowd

Another built-in Unreal system is the Detour Crowd. It is based on the Recats Library, and in contrast to RVO, it will take into consideration the Navmesh on which the agents are moving. The system works pretty much out of the box already, but, let's dig deep into how it works and how we can use it.

How the Detour Crowd system works

Within your Game World exists an object called DetourCrowdManager. It is responsible for coordinating crowds in your game. In particular, an agent that is registered to the DetourCrowdManager will be taken into consideration. The DetourCrowdManager accepts anything that implements the ICrowdAgentInterface, which provides data to the Manager about the agent.

Actually, under the...
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