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.
Tuesday, Mar 1st @ 2:00PM-3:00PM ET - Countdown
Ian Shadden - Sr Training Content Creator @Shaddenfreude](https://twitter.com/Shaddenfreude)
Alexander Paschall - Community Manager @UnrealAlexander](https://twitter.com/UnrealAlexander)
Mieszko Zielinski - Sr AI Programmer @MieszkoZ](https://twitter.com/MieszkoZ)
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!