Does AI & Behavior Trees works with 2D sprites???

Thank you very much Mieszko,

I made these solutions, I dont know is it expensive or not;

  1. in every tick I made character y axis rotation=0 to avoid any rotation error
  2. I deactivate “controller rotation yaw” from pawn menu. So; move to ai node no more control facing.
  3. I made flipping the sprite depending on velocity negative or positive, in that case character turn according to its velocity.
  4. Maybe very stupid way but I put some triggers at the end of the corners of platforms, so when enemy pass from them they will launch him.

I thought using behaviour tree on 2d platformer game is so much complicated because of most of stuff build up for 3d space. Or its hard for me as a beginner to understand how it works excatly. For now I am using standart functions and blueprints.