Hi, I am working on a RTS and something isn’t clear to me. I want to have a test enemy player and a neutral “civilian” player. As far as I can see, AI isn’t directly supported as a player type.
Player start doesn’t specify a controller type. A pawn can have a AI Controller, so if I have a NPC AI Controller I can spawn a pawn with the NPC AI Controller as it’s controller and that’s it. I have to find my own way to know which NPC AI Controller a unit must listen to. Is this correct?
I am just surprised Unreal doesn’t seem to have much built in for this. I know that the AI Perception system has a internal definition of friendly/neutral/enemy but that is tag based as far as I know.
You can set a classes default AI controller in its default settings, you can also use a class type check decision in your AI behavior tree, to build different behaviors for different classes if you want to avoid numerous ai controllers
So it is ultimately a “heirarchy” of AI controllers? The units have a AI controller for following orders, so I need a AI controller that will give the NPC player(s) orders etc.?
Essentially yes, if your referring to orders as in go here, attack this or build this, then yes you’d want to set BB variables for things like location, attack target of build target, do a check if their value is set and if so execute a BT function accordingly