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05 - Making Game Ready AI

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Series: Live Training
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Announce Post:

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 5, Ian and Alexander are joined by Sr AI Programmer Mieszko Zielinski, so we can get another set of eyes on what we're doing and talk about using AI Perception for our little guys to find things.

The meshes we've used are available for download on the forum post above.