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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

Basic Logging

In the previous chapters we already looked at how to make logs. For example, in Chapter 5, Agent Awareness, we saw how to print the information we needed both on the Console and on-screen. However, in this section, we will explore those concepts in more detail, and learn how to master logging within Unreal.

  • On-Screen messages: Often, during the Debugging phase, you and your team will need to be aware of certain variable values while playing the game. Thus, the easiest way to continuously test the value of the variable is by printing its value on the screen. We can achieve this in different ways, both in Blueprint and C++.
  • Console Messages: These are printed on the Console (actually, there is more than one) and into Log files (so that even when the game is not running, you can analyze the log files to understand what happened (or what went wrong)).

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