I just went through the Behavior Tree Quick Start guide and it's working fine with my own mesh/simple animation blueprint.
I made a state machine that is just from a 1D blendspace... idle, walking, walking fast based on a speed variable.
I don't understand how the behavior tree knows when to set the speed full and when 0 (idle) it just seems to work...my character is chasing after me and stops when she finds me.
but my real question is...i guess I am trying to understand how all this extra stuff (blackboard, behavior tree, ai blueprint, etc) is beneficial.
To learn more about AI I want to make something where an array of 7 randomly generated things (thing[x])(pulled from an array of say, 50 actors, piece[x]) fall from the sky. 5 characters pick up the thing in the array that corresponds to their array number (i.e. thing[2] is picked up by character[2], etc)
Then whatever thing[2] is, say piece[24], the character[2] would play out an animation from a blendspace. I was thinking that piece[24] could put them in the range of 20-30 in a blendspace, if it was piece[25] it would be 31-40 in the blendspace, etc...then after say 10 seconds, the character array would go back to their idle animation in their idle target point in the level.
Would I need to set up all the AI stuff for this? Couldn't I just use getWorldLocation and stuff to have the characters walk toward the pieces? And set target points and have them walk back to those when they are idle?
And if I wouldn't need AI for something like this...when would you need it? It seems so complicated for something not so complicated...or maybe it is way more complicated than I think.
Anyway...sorry for the long question. Just trying to figure this stuff out and it's super complex! Thanks so much for any guidance!
I made a state machine that is just from a 1D blendspace... idle, walking, walking fast based on a speed variable.
I don't understand how the behavior tree knows when to set the speed full and when 0 (idle) it just seems to work...my character is chasing after me and stops when she finds me.
but my real question is...i guess I am trying to understand how all this extra stuff (blackboard, behavior tree, ai blueprint, etc) is beneficial.
To learn more about AI I want to make something where an array of 7 randomly generated things (thing[x])(pulled from an array of say, 50 actors, piece[x]) fall from the sky. 5 characters pick up the thing in the array that corresponds to their array number (i.e. thing[2] is picked up by character[2], etc)
Then whatever thing[2] is, say piece[24], the character[2] would play out an animation from a blendspace. I was thinking that piece[24] could put them in the range of 20-30 in a blendspace, if it was piece[25] it would be 31-40 in the blendspace, etc...then after say 10 seconds, the character array would go back to their idle animation in their idle target point in the level.
Would I need to set up all the AI stuff for this? Couldn't I just use getWorldLocation and stuff to have the characters walk toward the pieces? And set target points and have them walk back to those when they are idle?
And if I wouldn't need AI for something like this...when would you need it? It seems so complicated for something not so complicated...or maybe it is way more complicated than I think.
Anyway...sorry for the long question. Just trying to figure this stuff out and it's super complex! Thanks so much for any guidance!
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