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08 - 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 8, Ian and Alexander will be diving back into the stats system for the AI to setup a proper health-stamina-hunger relationship, while discussing why proper commenting or extensive notes are important even if you are mostly working alone.