I’m working on a small simulation demo about deer in the wild. I have all the logic set up for the deers health, hunger, and thirst system set up. Currently I use a behavior tree to move the deer to different objects. The objects are just collision box called animal feed and animal water with a static mesh (bush, and water) inside the collision box. I have watched a number of videos from (Zoombapup, Tesla Dev, Virtus Learning Hub, Unreal Engine and a few others). These videos only show how to make the AI move to the object at start. Zoombapup’s videos helped out more showing me how to move AI based on distance. What I’m wanting to do is have the deer move to the food object and water object only when the deer is low on either. Currently I have the deer cycling through each object at random. Some advice would be great I have mostly followed Zoombapup’s videos for setting up the AI logic.
I got it to work anoyher way instead. I think what I may do instead of using a behavior tree is use the move to function. I just made an array of animal feed and water objects and grabbed there location. So it’s currently working in it’s currently state when health or water is low. My question is now which is better in terms of memory using the behavior tree or using this setup?