Inheritance AI

Hello all :).
2 Quick Questions, I’m trying to create some kind of TD game with different kind of AI.
I would like them to all Inheritance from generic type of AI (that gonna have basic variable such as Hp/Speed each)
I know how to do it in Unity using C# script not sure about bp in Unreal. I would love the help,
and another Question if I would manage to do it, and I would like to destroy all kind of AI would it be enough to destroy the Parent Aka the main bp who generic to all other Ai or I need separately destroy each AI?
Thanks!

If you are working with Blueprints, create an AI blueprint that will be the base, you can use a name for it with the suffix ‘Base’ so you can identify it easily. It will probably need to be of type ‘Actor’ (you can do the same for the AIController, if all AI pawns will share some basic AI logic, but then you want some variation depending on types of AI etc.).

When you create your various AI actors/characters/pawns etc., just select that Base, so everyone derives from it.
Same principles apply in code as well; you define one C++ class for the base and every other class that needs to will inherit from it.

When destroying AI, you are destroying instances of these Blueprints so no you can’t do the parent and hope that everyone else also gets destroyed. You’ll have to destroy each instance of your AI actor.