How to use EQS and Perception Component in the same time
What is a proper way of using those two - EQS and Perception Component collaboratively? EQS can't handle other data piece than the one, that he can generate on it's own. On the other hand, perception component is supposed to be used as a standard now. Also I would like to keep AI logic as easy to view and edit as possible, so I would like to use as few techniques as possible too. That's why I would love not to mess up ai logic in code, EQS and BTrees at once.
So the final question seems to be then: What is the most proper way of doing AI right now - but in some more complex and complete way, then some basic left-right walking pawn, made for fps demo shooter ? @MieszkoZ ?
asked Nov 21 '16 at 01:28 PM in Using UE4
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