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04 - 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 4, we'll be expanding the service that decides what stat the AI prioritizes, upgrading the EQS to work for all pickups, and also making the pickup objects more unified in function.