Blueprint AI and Behavior Trees help

Hello all,

I am trying to put together a working AI character, in the correct manner using behavior trees. Seems like I really need some help :frowning:
I have a pawn with a behavior tree and blackboard setup. I have the pawn moving to the nearest node I created in the map. But, I stuck from there on.

The forum thread that started a while ago about BTs is quite messy.

The most thorough and popular tutorial on Youtube seems to use a state system (I thought they were unnecessary now…?) and, with all due respects to Mr Newton, is painfully slow with unclear explanations. Especially on why he is doing things in a particular way.

I don’t mean for this to be a complaint thread. Quite the opposite, I love that people are taking the time to produce tutorials.

  • I understand what a task is, but what is a decorator and a service? And when/why should I use them?
  • How and where should I be using things like the ‘onseepawn’ event? (I have it working in my enemy pawn, but is that the right place?)
  • What is generally considered correct and clean practice for behavior trees?

If anyone has any links or tutorials, they would be much appreciated.
Thanks in advance.

Hello,
i am quite sure you ever have seen most of them but in case you didn’t and considering that there have been a large number of new threads asking about AI.

First those links from doc : https://docs.unrealengine.com/latest/INT/Gameplay/AI/index.html : meaning the three one listed with a basic tutorial, the list nodes with some explanations and a talk about ue4 behavior tree differences.

then as you said the work done by silentx aka peter Newton : [UPDATED 5/16] A.I. Templates - Bot, Car, & +Flying AI - Community Content, Tools and Tutorials - Unreal Engine Forums where you can have 3 downloadable ai systems and links to threads like :
Behavior Tree Documentation - Announcements and Releases - Unreal Engine Forums

silentx explains how you do one of this ai stuff in his playlist of 5 video tutorials that you can see on his youtube channel.
He is now a bit busy so people have to wait to be gifted by him once again for more tutorials and all stuff he’d like to add in his project.

i add this thread i really like too : https://forums.unrealengine.com/showthread.php?25415-Basic-Enemy-AI-(BluePrints-Only)-(Project-Link) because Mhousse1247 does his ai with enums which is really fair to learn and understand processes. If i think for more or find new things, i’ll add in this thread later.

Thanks for the links, Fen!

EDIT: Recently found another explanation. It’s not specif to UE4, but the principles are the same.

http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php