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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

Summary

In this chapter, we continued our in-depth example of how to create a Behavior Tree and used all of the systems we have encountered so far.

In particular, we have seen how we can set up the Testing Environment and create both the Player Character and the Chasing Agent. This latter needed to have the right controller, and also needed to have RVO Avoidance activated.

Then, we implemented our Update Chasing Behavior Service, and looked at how to do so in both C++ and Blueprint.

In the next chapter, we will continue with this example and build the final Behavior Tree. By the end of this next chapter, we will have completed this project and we will have our Chasing Behavior. So, let's keep going!

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