Hi there fellow devs! I have been looking into NPCs, in particular, driving NPC behaviour with 1) normal Blueprint with variables for state on the character or in the AIController and then using OnTick, 2) Behaviour Trees, and 3) C++ (also using OnTick and state variables but just in C++). My conclusion is that C++ is the best for this; it is most expressive, easiest to change and easiest to follow. I find Blueprint unwieldy for complex A.I. But I am a C++ programmer so perhaps I am just biased? So my question is; does Behaviour Trees offer something to implementing A.I. that I am missing, is it recommended to implement A.I. with them, or are they simply as I expect, bringing state machine functionality to Blueprint for non-C+±developers, and for a developer they offer nothing that the C++ guy can not do easier and quicker in code?
So basically, I am trying to learn if Bahaviour Trees are innately better suited to A.I. and preferred, than just pure C++.
Thanks!