In this chapter, we are going to wrap up our talk about what comes built-in in terms of Artificial Intelligence in Unreal. Then, we will embark on a journey in which we will build an interesting AI Behavior Tree from scratch, before checking the huge Debug system (which includes AI Debugging) underneath Unreal.
In this chapter, we will cover the following topics:
- Crowds in Games
- RVO avoidance
- Crowd Manager
These topics may be short, but that doesn't make them less important or easy to implement. So, let's get started!