Summary

This chapter was definitely heavier with instruction, and so will it be the following chapters. In this chapter, we exposed how we can effectively make our AI reactive to other pawns and also how to move to different target locations. We also used EQS briefly to help our dog choose strategic sniffing locations. In the next chapter, you can expect to use EQS further. Though the detection is event-based, the movement is still done by the tree.

In the next chapter, we will go over the components built within Unreal Engine 4 that sense other AI and can help us achieve more flexible and responsive AI.

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