My goal is to be able to “generate” Behavior Tree in c++ while the game is running and attach these behavior tree to a Pawn.
I think I have two choices but I don’t know which one can be easily done and integrated in unreal.
Implement my own Behavior Tree System and call it from the player controller.
I’m not sure if this one is possible? What classes will my behavior tree classes extend from?
Use the current Unreal behavior tree system.
This solution implies that I can instantiate the behavior tree class and add node to it at runtime without using the behavior tree editor.
I’m not sure if all of this is possible.
Can someone tell me if this is possible and what are the pro’s and con’s on the two solutions?
Thanks a lot,