
Body of character after turbo smooth 
Head of Character after turbo smooth
During development of my prototype I began modeling a character, using a Character drawing i found online. I modeled the body first then moved onto the head, adding in more and more detail to the body and developing it. Later on if I was to be developing a full version of the character and if I had more time i would have given the character Armour and weapon hostlers on his sides.

Map & Effect Work
After some massive adjustments I began working on the map, adding in trees and torches for the player to follow and after a small portion of the map was made i began developing AI characters to roam the world. This is one of my favorite feature of UE4 and developing in it adding in little details then populating the area with NPC’s
Ai Pathing (The green area is the allowed walking zone)
After the loading a new project i began working with the character and adding in the NPC wondering mechanics, giving them and area to walk around in and generating a navigation mesh for them to walk on and create paths. 
Blueprint for responses for the NPC

Walking Blueprint
Developing the NPC’s movement and collision responses with the player allows the player to have small dialogue with the NPC. The movement was very choppy at first but after a while and a little more fiddling the NPC’s started to move smoothly and walk just as I wanted them too.
Showing off NPC walking

In game Nav Area + NPC generation zone
Spawned Npc’s ready for movement in nav-mesh-location (Highlighted green area), Spheres around them being the collision box allowing the player to talk to have somewhat of a conversation with them if it was finished.

Collision Of Player + NPC + Character Rotation Part 1
Blueprinting collision for the NPC and player, allowing interaction with the npc so it turn towards the player and then resumes its random movement after the player leaves the zone, as specified and show in the picture with “Nav Area + NPC generation zone”

Character Rotation Part 2
This is the rest of the character rotation config, which allows the AI/NPC to detect where the player is facing and face towards him/her. 
End Prototype Trigger
Trigger that shuts the game when you have finished with the display of functionality with the Basic assets that UE4 gives you.
Rotation adjustments
Rotation config with some advancements to allow following of player with rotations.
Pathing zone and map template
Map area showing NPC pathing and Light setting as well as player spawns a sound emitters.
Picture of ending button which shuts the game down