Making Game Ready AI, Part 11
Announcement Post: In this multipart series, Ian Shadden will 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. After a bit of a break, we re back and have cleaned up the project, implemented a few more things, and have gotten
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