Hi, I am kind of stuck with my behavior tree. I’m using an advanced version of the Quick Start behavior tree guide (https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/11/index.html). I want the AI controlled pawn to move in the direction of the last known player’s movement direction when the player gets out of sight. The right end of my AggroCheck service looks like:
Each 11 Event Receive Ticks I’m storing the targets location and each Tick with the target in line of sight I am storing a vector to a location where the player seems to go. When I move close to the AI controlled pawn and then directly towards the left the output is the following: (deleted all irrelevant X and Z values)
LogBlueprintUserMessages: [AggroCheck_C_1] Y=3133.347
LogBlueprintUserMessages: [AggroCheck_C_1] Y=0.000
LogBlueprintUserMessages: [AggroCheck_C_1] --------------------
LogBlueprintUserMessages: [AggroCheck_C_1] Y=3322.593
LogBlueprintUserMessages: [AggroCheck_C_1] Y=3133.347
LogBlueprintUserMessages: [AggroCheck_C_1] --------------------
LogBlueprintUserMessages: [AggroCheck_C_1] Y=3322.593
LogBlueprintUserMessages: [AggroCheck_C_1] Y=3322.593
LogBlueprintUserMessages: [AggroCheck_C_1] --------------------
LogBlueprintUserMessages: [AggroCheck_C_1] Y=3028.659
LogBlueprintUserMessages: [AggroCheck_C_1] Y=3322.593
LogBlueprintUserMessages: [AggroCheck_C_1] --------------------
LogBlueprintUserMessages: [AggroCheck_C_1] Y=3028.659
LogBlueprintUserMessages: [AggroCheck_C_1] Y=3028.659
LogBlueprintUserMessages: [AggroCheck_C_1] --------------------
LogBlueprintUserMessages: [AggroCheck_C_1] Y=2717.122
LogBlueprintUserMessages: [AggroCheck_C_1] Y=3028.659
LogBlueprintUserMessages: [AggroCheck_C_1] --------------------
LogBlueprintUserMessages: [AggroCheck_C_1] Y=2717.122
LogBlueprintUserMessages: [AggroCheck_C_1] Y=2717.122
LogBlueprintUserMessages: [AggroCheck_C_1] --------------------
LogBlueprintUserMessages: [AggroCheck_C_1] Y=2393.226
LogBlueprintUserMessages: [AggroCheck_C_1] Y=2717.122
LogBlueprintUserMessages: [AggroCheck_C_1] --------------------
LogBlueprintUserMessages: [AggroCheck_C_1] Y=2393.226
LogBlueprintUserMessages: [AggroCheck_C_1] Y=2393.226
So I can’t see why sometimes in both TargetLastKnownLocations the same value is stored, I never stopped. This would only makes sense to me when the player controlled actor’s location, updated by InputAxis events of the WASD keys, would be less frequently changed than the Event Receive Tick in the AggroCheck Service is called. Beside my try to let the AI move in the last known targets location the behavior tree is working as intended.