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

Extending the Gameplay Debugger

So far, we have seen how all the different categories of the Gameplay Debugger can help us understand how our AI Character is behaving. However, wouldn't it be awesome if we could have our own category so that we can visualize the data of a custom (sub-)system we have developed for our game?

The answer is yes, and this section explains how to do it.

Keep in mind that the tool is called Gameplay Debugger, so you can extend it not only for AI, but for anything in your game, especially related to Gameplay (since it is a real-time tool to visualize information). So far, it has been extensively used for AI, but it has the potential to be used for anything else!

As we already have seen, the Gameplay Debugger is divided into Categories and Extensions.

First, we will explore how to create a Custom Category in more detail, starting from creating a...