Book Image

Hands-On Artificial Intelligence with Unreal Engine

By : Francesco Sapio
5 (1)
Book Image

Hands-On Artificial Intelligence with Unreal Engine

5 (1)
By: Francesco Sapio

Overview of this book

Learning how to apply artificial intelligence ( AI ) is crucial and can take the fun factor to the next level, whether you're developing a traditional, educational, or any other kind of game. If you want to use AI to extend the life of your games and make them challenging and more interesting, this book is for you. The book starts by breaking down AI into simple concepts to get a fundamental understanding of it. Using a variety of examples, you will work through actual implementations designed to highlight key concepts and features related to game AI in UE4. You will learn to work through the built-in AI framework in order to build believable characters for every game genre (including RPG, Strategic, Platform, FPS, Simulation, Arcade, and Educational). You will learn to configure the Navigation, Environmental Querying, and Perception systems for your AI agents and couple these with Behavior Trees, all accompanied with practical examples. You will also explore how the engine handles dynamic crowds. In the concluding chapters, you will learn how to profile, visualize, and debug your AI systems to correct the AI logic and increase performance. By the end of the book, your AI knowledge of the built-in AI system in Unreal will be deep and comprehensive, allowing you to build powerful AI agents within your projects.
Table of Contents (19 chapters)
Free Chapter
1
Section 1: The Unreal Framework
9
Section 2: Designing and Implementing Behavior Trees
13
Section 3: Debugging Methods
14
Debugging Methods for AI - Logging

Summary

In this chapter, we explored how to log both in C++ and Blueprint. This allows us to easily spot portions of our code that are wrong, or variables that contain wrong values.

It was particularly useful to learn about Custom Categories, since this is a very powerful part of the logging system within Unreal. In fact, it allows us to create a specific category for each part of our game, and increase or decrease the quantity of messages (based on importance) for each category, potentially even at runtime. Furthermore, it allows us to easily strip away debugging code once we need to ship the game, which we can do by simply changing the values of the DECLARE_LOG_CATEGORY_EXTERN() macro.

In the next chapter, we will explore more specific tools for performing debugging on the AI tools we have encountered during this book, from the Navigation System to EQS. Mastering these is important...