Behavior Tree & Blackboard: Difference between revisions

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==Setting keys in Task==
In the tutorial, they simply make the same name as the key but you need to make the variable<p>
instance editable, and from the behavior tree you need to select/link the key that way<p>
<p>


==Blueprint settings for Enemy Actor==
==Blueprint settings for Enemy Actor==

Revision as of 02:35, 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


Setting keys in Task

In the tutorial, they simply make the same name as the key but you need to make the variable

instance editable, and from the behavior tree you need to select/link the key that way

Blueprint settings for Enemy Actor

You need to Enable Use Controller Rotation Yaw, for the AI Character you are setting

You will find this detail panel if you click on the "BlueprintName" (Self) In the Components window

(TO DO: add image)

This will cause the AI to properly rotate

Make sure Auto Possess AI: "Placed in World or Spawned" is selected

Decorator

Attachs to a Task and Allows you check key values and execute the task if the key is a certain value