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Behaviour Trees.. Why?

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    Behaviour Trees.. Why?

    Firstly, I'm just dabbling, and I apologize if this is overly simplified question, but why are behavior trees, or more specifically the whole BT interface necessary..

    I have a BP for my AI, AI Pawn, and even for the BTT-nodes, why do I need the whole BT thing in order to get my AI BP to talk to the BTT Blueprints?! Why can't I do it all in BP, and have the selector/sequence/parallel nodes in BP too? Instinctively, I want to set the BT nodes up in the AI BP event graph - is this possible?

    #2
    Originally posted by JohnMc View Post
    Firstly, I'm just dabbling, and I apologize if this is overly simplified question, but why are behavior trees, or more specifically the whole BT interface necessary..

    I have a BP for my AI, AI Pawn, and even for the BTT-nodes, why do I need the whole BT thing in order to get my AI BP to talk to the BTT Blueprints?! Why can't I do it all in BP, and have the selector/sequence/parallel nodes in BP too? Instinctively, I want to set the BT nodes up in the AI BP event graph - is this possible?
    I'm actually curious about this too.

    I've followed a tutorial to make a simple hunter AI... but I find it quite complicated for the relatively simple task I try to do.

    I can't wait for the documentation and official tutorials from Epic.
    Easy weapons in Unreal Engine 4:
    Check out Realistic Blueprint Weapons

    Currently doing a tutorial series on Vectors and what they are good for.
    Please visit Unreal Unscripted

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