We did try to do that, but the current limitation that we had in UE4 around our AI editor was that it would have taken too much time to re-implement all the graphing UI pieces that we needed for debugging the AI. Our data mining back end on our personal editor would have created too much overhead with UE4.
We did implement a little of it in UE4 to experiment if it’d be possible, but everyone in the team kept on getting clock timeout errors, and continuous blue screens of death. Its just too computationally heavy to add the debugging layer, seeing how the functionality layer uses two cores on its own.
The editor that we’re working on won’t be open source at all, but we may release it for free noncommercial usage, and TBD price/revenue percentage for commercial usage. No one following the tutorial series would want to use it as of now anyway though. Too many bugs. We only started it last week. It’ll probably be a month or so until its good enough to use in house.
I can’t give details on what exactly the debugger reports on besides the fact that it was very much needed to fine tune our data back propagation system (What we’re calling our AI LOD system). We may do a video on it eventually, just a 5 minute video or so showing it off