Summary

In this chapter, we covered the different tools that allow us to control and influence the behavior of our AI's movement using NavModifierVolumes and other recast properties. We also learned how to tell our AI's controlled pawn to navigate to the waypoints that belonged to them. Lastly, we covered more fundamentals, such as the pathing algorithm originally created by Edsger Dijstkra. Next, we learned that we can optimize his original algorithm in favor of performance and resources and achieve this through heuristics.

In the next chapter, we will create a behavior tree and adapt what we've learned from the previous chapters to create some interesting AI interactions. We will also take advantage of the sensory system provided in Unreal Engine ...

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