WHAT
The documentation team has been hard at work expanding and improving the documentation for AI. Wes Bunn will be in the studio to talk about these improvements and show us a sneak peek of what’s coming!
I see that this might not be the training stream for this, but, can we please talk about the following (preferably using Blueprints only, no C++):
attaching AI Perception to the head bone (so that AI character can “see” when it turns its head during idling anims or while patrolling and looking around),
using nav mesh with multiple streaming levels (how to properly set up bounds and whatnot),
dynamically bridging several areas for AI to be able to pass from one area to another (like, from one side of the trench to another after bridge is raised or something like that),
setting up AI for 6DoF VR projects (since AI tracks player’s controller and not HMD) and
If you guys can please discuss when to use Behavior trees vs using Blueprints. There is great controversy out there. Just to get some clarity on that subject. Some guys like to build their AI in BP rather than in BT they say BT’s are not very reliable and then others say they are perfectly reliable. If you guys can throw some light on this Thank you!