Behavior Tree & Blackboard: Difference between revisions
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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> | 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 we go back up the Nodes | if we fail to catch player we don't attack. If we fail we go back up the Nodes | ||
=====Task==== | |||
When you create a task for the first time, it pops up save asset as, when you create it a second/more time it populates a list<br> | |||
Select BTT_TaskBlueprintBase, to add a new task and popup the save asset window |
Revision as of 01:20, 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, (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. If we fail we go back up the Nodes
=Task
When you create a task for the first time, it pops up save asset as, when you create it a second/more time it populates a list
Select BTT_TaskBlueprintBase, to add a new task and popup the save asset window