Indecision on using simple Bluprints vs Behavior Tree for AI

I guess it’s a silly question if not already asked by others, but having problems developing enemy AI correctly using pawn sensing and Behavior Tree I wonder why I should continue to use them and what are the pros compared to the simple Behavior created via simple Bluprints.

Can anyone help me understand the difference and, above all, which one could be easier to develop for a newcomer like me?
My project currently involves a roguelike single player.

Hi.
in my opinion…
if it’s simple behavior,local blueprint logic is better.
behavior tree is a solution people invented to deal with complicated AI logic.it’s easyer to maintain the code when using behavior tree.
and it’s a method/strategy to make AIs. not the fundamental(without a behavior tree you can still make AIs).

Downside of behavior tree is that it needs more work to set up and a bit more expensive to performance.

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Hi.
Clear and straight to the point, this was the only information I needed to evaluate.

Thanks for your opinion!

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