Hands-On Artificial Intelligence with Unreal Engine
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Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text. Here is an example: "The next event to implement is OnBecomRelevant(), and it is only fired when the Service becomes relevant"

A block of code is set as follows:

void AMyFirstAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
AUnrealAIBookCharacter* Character = Cast<AUnrealAIBookCharacter>(InPawn);
if (Character != nullptr)
{
UBehaviorTree* BehaviorTree = Character->BehaviorTree;
if (BehaviorTree != nullptr) {
RunBehaviorTree(BehaviorTree);
}
}
}

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

void AMyFirstAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
AUnrealAIBookCharacter* Character = Cast<AUnrealAIBookCharacter>(InPawn);
if (Character != nullptr)
{
UBehaviorTree* BehaviorTree = Character->BehaviorTree;
if (BehaviorTree != nullptr) {
RunBehaviorTree(BehaviorTree);
}
}
}

Bold: Indicates a new term, an important word, or words that you see on screen. For example, words in menus or dialog boxes appear in the text like this. Here is an example: "Select BT_MyFirstBehaviorTree from the drop-down menu within the  Behavior Tree variable."

Warnings or important notes appear like this.
Tips and tricks appear like this.