<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>blueprint Archivi - Filosoft</title>
	<atom:link href="https://blog.filosoft.it/tag/blueprint/feed/" rel="self" type="application/rss+xml" />
	<link>https://blog.filosoft.it/tag/blueprint/</link>
	<description></description>
	<lastBuildDate>Thu, 20 May 2021 10:26:23 +0000</lastBuildDate>
	<language>it-IT</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.8.2</generator>

<image>
	<url>https://blog.filosoft.it/wp-content/uploads/2020/08/cropped-Logo_filosoft-e1607791801974-1-32x32.png</url>
	<title>blueprint Archivi - Filosoft</title>
	<link>https://blog.filosoft.it/tag/blueprint/</link>
	<width>32</width>
	<height>32</height>
</image> 
	<item>
		<title>Basic Ai pathfinding customization in Unreal</title>
		<link>https://blog.filosoft.it/2021/05/17/ai-per-uno-zombie-in-unreal-engine-4-un-approccio-migliore-di-aigoto-in-blueprint/</link>
		
		<dc:creator><![CDATA[Leonardo Bonadimani]]></dc:creator>
		<pubDate>Mon, 17 May 2021 12:37:54 +0000</pubDate>
				<category><![CDATA[Ai]]></category>
		<category><![CDATA[ai]]></category>
		<category><![CDATA[ai go to]]></category>
		<category><![CDATA[blueprint]]></category>
		<category><![CDATA[italiano]]></category>
		<category><![CDATA[Ue4]]></category>
		<category><![CDATA[unreal engine 4]]></category>
		<category><![CDATA[zombie ue4]]></category>
		<guid isPermaLink="false">https://blog.filosoft.it/?p=566</guid>

					<description><![CDATA[<p>Ai per uno zombie in Unreal Engine 4, un approccio migliore di &#8220;AiGoTo&#8221; in Blueprint Quando si tratta di preparare strumenti per giovani sviluppatori senza esperienza, Unreal Engine 4 eccelle, è possibile infatti anche senza nessuna conoscenza di pathfinding, posizionando un semplice NavMeshBound e chiamando la funzione predefinita AiGoTo, far muovere un Ai in modo [&#8230;]</p>
<p>L'articolo <a href="https://blog.filosoft.it/2021/05/17/ai-per-uno-zombie-in-unreal-engine-4-un-approccio-migliore-di-aigoto-in-blueprint/">Basic Ai pathfinding customization in Unreal</a> proviene da <a href="https://blog.filosoft.it">Filosoft</a>.</p>
]]></description>
		
		
		<enclosure url="https://blog.filosoft.it/wp-content/uploads/2021/05/2021-05-17-10-40-33_1.mp4" length="0" type="video/mp4" />

			</item>
	</channel>
</rss>
