In this chapter, we continued our in-depth example of how to create a Behavior Tree and used all of the systems we have encountered so far.
In particular, we have seen how we can set up the Testing Environment and create both the Player Character and the Chasing Agent. This latter needed to have the right controller, and also needed to have RVO Avoidance activated.
Then, we implemented our Update Chasing Behavior Service, and looked at how to do so in both C++ and Blueprint.
In the next chapter, we will continue with this example and build the final Behavior Tree. By the end of this next chapter, we will have completed this project and we will have our Chasing Behavior. So, let's keep going!