Looking for AI & Behaviour Tree C++ Documentation or Sample Code!!! Lack of NON Blueprint Docs!!!

Might be a old post but since it’s the first result popping on google for running a behaviour tree in C++ I will share what I did. In a class file that inherit ACharacter ( could also be APawn I guess), in the BeginPlay() overridden function you can do something like this.


void AAIMinionActor::BeginPlay()
{
    Super::BeginPlay();

    AAIController * AIC = UAIBlueprintHelperLibrary::GetAIController(this);

    AIC->RunBehaviorTree(this->BehaviorTree); // Obviously this will crash if BehaviorTree is nullptr

}

“this->BehaviorTree” is a UPROPERTY you have to set in your AI Blueprint. You have to set “Auto Possess AI” to “Spawned”.

Useful doc :

Cheers :slight_smile:

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