Hi All,
Just wondering, what makes Event Receive Tick different from Event Receive Tick AI? I realize that the AI version is more suited for AI, but why is that? What are the C++ differences, what do they do differently?
Hi All,
Just wondering, what makes Event Receive Tick different from Event Receive Tick AI? I realize that the AI version is more suited for AI, but why is that? What are the C++ differences, what do they do differently?
No difference. If you have both it will take AI version if owner is AI controller (but why have them both?)
void UBTTask_BlueprintBase::TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
if (AIOwner != nullptr && (ReceiveTickImplementations & FBTNodeBPImplementationHelper::AISpecific))
{
ReceiveTickAI(AIOwner, AIOwner->GetPawn(), DeltaSeconds);
}
else if (ReceiveTickImplementations & FBTNodeBPImplementationHelper::Generic)
{
ReceiveTick(ActorOwner, DeltaSeconds);
}
}