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 7, Ian and Alexander will diverge a bit and talk about the Dialog System in Unreal Engine 4, by giving the all the Actors in the project context so they can be referenced by the system.
Tuesday, Jan 5th @ 2:00PM-3:00PM ET - Countdown
Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer everyone’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!
Books mentioned in the stream:
Game AI Pro - Mieszko wrote a chapter in this one covering the previous incarnation of EQS used in Bullet Storm