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06 - Making Game Ready AI

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Series: Live Training
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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 6, Ian and Alexander will continue to expand on the AI project by making trees spawn desirable food, then having the AI remember the trees that spawn good foods and return to them when hungry.