How to implement General, Commander, Soldier layered AI in behavior trees and blackboards?

A while back when Ian Shadden did the “Basics of AI” support livestream he mentioned that a sort of hierarchical system for behavior trees could be implemented but didn’t go into any details as to how. I know that this type of technique is very common in strategy games but I’m not sure how it would be implemented in Unreal Engine. For example I want to know if there is a way for a high level army BT to coordinate the actions/data of individual unit BTs? I’ve looked everywhere on how to coordinate data between different blackboards but to no avail. Is there a way to do this with AI controllers or running multiple BTs at once?

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