How to make AI targetLocation of another AI?

I have an AI charter that follows and attacks the main player. I made a completely new character that is the friendly AI. I want the friendly AI to follow the AI. Inside the blueprint tree and BB I set everything up the way you follow the player but instead of the player how do I set the TargetLocation to the AI? Attached are the screen shots where i show the player character goes. Is there another node for the AI?

hank you.

Tag and “Get All Actors of Class”. Of if it’s only one: “Get Actor of Class”.

Hey Thanks Evil.I really appreciate it. Okay so tag where and how? Examples and or videos are a big help. Attached u will see I tried get all actors of class and filled the info for the array but it still wont attach to the transform. I also tried casting to the AI but still no go. I also tried to plug it straight in from the event but still no go. My AI is using a made enemy controller not base AIController. Could that be the problem? I tried to cast to enemy controller but thats a no go too. What node to i plug in the transform to make Friendly target the AI? Thank you.

Are the AI and the Friendly of different classes?

Is there only one AI in the world?

If yes to both questions, then instead of “Get All Actors of Class” use “Get Actor of Class”, and connect that directly to Get Location.

I really appreciate the help. Ok so in the attached pic u will see. There is no “Get Actor of Class” node popping up. Even if i right click. I made each one separately but they both are parent class: Character. If that helps. When ever I connect anything from the owner controller to Actor location the friendly runs around randomly but dosent see the AI. If I where to make them the same how could i get the Actor Location from the “Get All Actor of Class” node? Thanks so much.

In the AI BP, you set a tag, for example:

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Now, here are the possibilities:

EvilCelric You answered my question. Thank you. The final image with “Get Al Actors Of Class” helped me . It works even with multiple AI’s. Thank you so much. I really appreciate it. How do I mark the question as Solved? Thanks

Hey Evil One more quick question. Ok. I got it set up. I tried to do the complete opposite by now making the AI chase the Friendly. On the get all actors of class i put the Friendly as the class. I use the exact same set up but its not working? A print string says it see it but the AI is not moving. Any suggestions? Thanks I really appreciate it.

Hey Evil One more quick question. Ok. I got it set up. I tried to do the complete opposite by now making the AI chase the Friendly. On the get all actors of class i put the Friendly as the class. I use the exact same set up but its not working? A print string says it see it but the AI is not moving. Any suggestions? Thanks I really appreciate it.

What’s going on with the behaviour tree of the AI? Is it stuck in one node? Does the TargetLocation in the BB have a valid and correct value?

Also if i put a print string after the completed it print it “See’s Friendly” but the character doent move. If that helps. Thanks.

Ok. In the BTree of the AI everything is firing off even the punch is i connect it. It goes to the FAI node but the AI dosent move. Im guessing its the target location then. Here is the Find Friendly set up. Could there be an error? It is suppose to be a mirror image of the Friendly find AI its just the complete opposite. AI find Friendly. Thanks so much.

First: without specifying a Tag both the “Actor Has Tag” and the branch are doing nothing there.
Is there only one friendly? If so, then use “Get Actor of Class” and remove the foreach loop.

In the lower corner of the right side of the behaviour tree, where the keys are, you should be able to see the value of the different keys. Does the TargetLocation have a valid and correct value?

From your behaviour tree, there is the “FindFriendly” but I don’t see any Move node. How does the character move?

Just use a decorator on both branches.

For example:

The left branch will execute when the BB variable - CanSeePlayer is true, otherwise execute the right branch.

Yes thank you so much. Im so blind. I completely forgot the move to I didn’t see that. It works perfectly now. So Final question and ill be out of your hair for good. Ok. I got the AI to follow the player and the friendly. The problem is it goes back and forward undecidedly in the middle of fighting. How do I set the BTree to findPlayer first and only and then go to find friendly only if it dosent see the player? Do I use a decerator and or service? FindPlayer is on the left side. Thanks so much. I really appreciate it.

It worked perfectly. Thank you my good sir. I really appreciate it.

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