Making Game-Ready AI, Part 3

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 3, Ian and Alexander will extend on the generic interaction system to create new behaviors for AI. Also, more work with stats and visualizing values with UMG.