I’m trying to wrap our AI code in a nice way for the level designers (they’re using blueprint) to configure AI behavior.
We’d like a nice and neat blueprint node which is more specific to our game and I’ve done the following considerations:
- For the node to be really powerful it should also wrap events like the “AIMoveTo” node which wraps events like “OnMoveSuccess” and “OnMoveFail”.
- Macros are the only thing which comes close to what I want to do, and they cannot wrap custom events (see: https://www.unrealengine.com/blog/managing-complexity-in-blueprints)
My mock-up idea of a macro which would look somewhat like what I want to do is like the below:
So, I know that I could probably make this work by using delays inside the macro, which would poll a STATE variable and then fire the appropriate execution path on the output node, but I would really like to try to extend a k2node, async task or whatever.
I’ve taken a look a the two links below describing the creation of custom k2node’s, but I can’t get it to compile/work at all.
https://wiki.unrealengine.com/Create_Custom_K2_Node_For_Blueprint
https://forums.unrealengine.com/showthread.php?41243-Blueprint-latent-actions
If anyone has:
- any comment
- an example Visual Studio sln workspace that can compile
- a link to a guide
It would be greatly appreciated. I know adding a custom blueprint latent node involves:
- Creating a new editor module
- with a new Build.cs file
- adding this to the uproject file
But I just can’t get it to work.
/Morten.