Behavior Tree & Blackboard: Difference between revisions

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2.Selector Executes branches from left-to-right and is typically used to select between subtrees. It will stay on a Selector until its
Composites: Execute from left to right below are the Composites<p>
 
 
2.Selector Executes branches from left-to-right and is typically used to select between subtrees. It will stay on a Selector until its<br>
successful, than move on to the next. Nothing fails here?
successful, than move on to the next. Nothing fails here?
 
<p>
3. A Sequence Composites , executes until something fails, such as it we are chasing the player than succeed, than we can move on to attack
3. A Sequence Composites , executes until something fails, such as it we are chasing the player than succeed, than we can move on to attack<br>
if we fail to catch player we don't attack.
if we fail to catch player we don't attack.

Revision as of 01:11, 7 March 2025


I mainly learned from this page https://dev.epicgames.com/documentation/en-us/unreal-engine/behavior-tree-in-unreal-engine---quick-start-guide

1. In Unreal 5.2 The Blackboard come with a key by default called selfActor, which can take care of adding the EnemyActor Step (To DO: Add picture)

Composites: Execute from left to right below are the Composites

2.Selector Executes branches from left-to-right and is typically used to select between subtrees. It will stay on a Selector until its
successful, than move on to the next. Nothing fails here?

3. A Sequence Composites , executes until something fails, such as it we are chasing the player than succeed, than we can move on to attack
if we fail to catch player we don't attack.