Hi @Krystoh
The difference is:
- AI is the name of the subsystem and method that controls the Agent/Bot.
- Blueprints is the scripting language you script the AI Subsystem with.
- If you don’t favor Blueprints, you can implement AI in UEC++.
There are several methodologies to approach AI: Rules-Based, Finite State Machine, Behavior Trees, and several others.
- UE4 has a Behavior Tree (BT) Editor. It uses Blueprints for scripting the logic for tasks and services in the BT.
- UE4 also has State Machine Editor in the AnimBP that could be dual purposed for AI. It too uses Blueprints to script logic.
- You can also script AI with BPs WITHOUT using the BT or State machine Editor. I’ve created some decent AI using just a Switch Node and *Name *Datatype Variable for States.
Optimization is dependent on how you implement your logic in Blueprints.
All are updated when UE4 are updated.