If I specify a target location in the Seek Action of the behavior tree, and the AI needs to walk backwards to that point (instead of turning around, it needs to go backwards), how should this be achieved?
This is based on the movement type that you are using. The combat movement type allows you to walk backwards, and then you can change the rotation type on the NavMeshMovement ability.
I now want to use audio master to control the sound of my character's footsteps.
I don't think this section is introduced in the integration document. What should I do?