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<br> | 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> | <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<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 to catch player we don't attack. If we fail we go back up the Nodes |
Revision as of 01:13, 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. If we fail we go back up the Nodes