Just a quick question here, I’m trying to figure out the best way to create an AI for a flying game and I ran into Behavior Trees. At first glance they seem to be pretty cool but I haven’t really found a good example of their usage.
The documentation ( https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/index.html ) starts with creating NavMesh bounds - but since I’m creating a flying game, there’s no real NavMesh to use.
Is there an example where Behavior Trees are used with a non-character Actor, and are the Behavior Trees only designed to work with NavMeshes - ie. can I use them for a flying game or do I just need to use basic blueprints?