When you say AI, I’m assuming you are talking about behavior trees and AI perception (not pawn sensing), so here’s what I’ll say:
AI (as in behavior trees) and the way logic is setup is more flexible. Writing everything in a BP means it’s contained to that BP. Both systems use BP in some way, so I’d say both are capable of achieving the same behavior, but may differ on the performance side of things
BT and AI perception show up in the new debug mode (press ’ and then numpad 1,2,3,4 to toggle modes) which makes troubleshooting easier than debug strings in BP (though it’s sort of a preference). However, if you have never done AI before, learning BT can be a challenge since it is a new way of thinking. You end up with a lot of individual assets (BT Tasks and whatnot) where as blueprints are self contained for the most part (if that’s comfortable already). So it may it easier for some people, and really is better suited towards AI that is involved. A simple “follow the player” AI would be fine in BP for example.
BT is claimed to be optimal because it is a dedicated state machine rather than the general functionality of BP (although there is the option to nativize blueprints AND it depends on how complex the AI behaves overall). The assets made to support BT’s (Tasks, Decorators, etc.) are meant to be designed generically so that they can be reused in different BTs.
The AI system, assuming you mean AI Perception, is still in development from what I gathered. So it is not “done” or optimal for that matter, but AI Perception is not necessarily part of BTs. It is used in conjunction, usually to set boolean flags in the BT for when the pawn detects the player. Pawn Sensing is still around and works just the same because they aren’t tied to BTs.
You may want to look into the Action RPG project by Epic. The AI (including player) use BTs. This might give you an idea of what’s accomplishable.
On a **personal **note, I don’t enjoy working with BTs from scratch. Blueprints are easier to prototype with, but harder to debug by comparison. I will get my AI working in BP and if I need to optimize their behaviors then BT becomes an option. In regards to AI Perception vs. Pawn Sensing, I would say AI Perception is better because it detects when a target is seen and unseen. Pawn Sensing works on a regular interval (default 0.5) and does not notify if the target is unseen (you have to check for this yourself). There are other differences, but this tends to be a big one for me since it’s about knowing when the target is in sight or not.