In Chapter 9, Building Smart Enemies with Artificial Intelligence, we set the default behavior for enemies as a patrolling movement between two points. While this worked well as a testbed for our hearing and seeing Components, and would be appropriate for a stealth-oriented game, we are going to ramp up the challenge and Action of this game's experience by replacing this behavior with random wandering. This will make avoiding enemies significantly harder, encouraging more direct confrontations. To do this, we are going to return to the EnemyBehavior Behavior Tree. Open EnemyBehavior from the Enemy folder in the Content Browser.
Creating enemy wandering behavior
Identifying a wander point with a custom task
Once you&apos...