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10 - 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 10 Mieszko will take us through the converting some of our functionality to C++ so we can create a custom C++ Environment Query Test.

Lauren's VS2015 setup: