Announce Post: https://forums.unrealengine.com/showthread.php?98650
In this multi-part series, Ian Shadden and Alexander Paschall show you how to use all of the relevant systems and features (Behavior Trees, EQS, Navigation Meshes, AnimBlueprints, AnimMontages, and more) to design, create, and optimize AI for use in a game environment with all of the requirements and restrictions that go along with that.
In Part 9, Ian has updated the project to use a data table for stats, and cleaned up all the blueprints. We'll be shifting over to a bit of animation, so our AI guy doesn't just run around, but has visual feedback when he takes an action. This will require some kind of event fired from the Behavior Tree to the AI's Animation Blueprint, and we'll be talking ways to organize these calls between Tasks, AI Controllers, Characters, and the Animation Blueprint.