I’m going through the Introduction to AI with Blueprints at Ooops! Invalid access and ran into a snag. I’m looking for advice on how to fill in this gap.
The training gets to three modules
- Behavior Tree Theory
- Building the Initial Behavior Tree
- Chasing the Player
In the Building the Initial Behavior Tree module, you create and rename the initial Behavior Tree, you create and rename the initial BlackBoard and ensure that the BlackBoard asset points to BB_EnemyAI. In the Behavior tree, He has you click on NEw Task and select the BTTask_Blueprint_Base… you go into the BP editor but then you switch out to “organize the folder structure” when he returns from that he’s in a different task called BTT_FindNavigableLocation. He walks you through creating the blueprint for this task’s eventgraph. After this step is done, you compile and save and close the blueprint window and come back to the Behavioral Tree and it’s got an entire sequence laid out. BT->Sequence->Random Wander which connects to “Find Suitable Location”, “Move To”, and “Wait”. Where did all this come from? It feels like several steps were just skipped here.
In the Chasing the Player module, it starts with these nodes also already present in the Blueprint Tree and I don’t feel I can continue with the module.
Thanks! Currently DLing UE 4.22.3 because the sample project for this training starts with numbers and … 4.24.2 doesn’t support that. Grrrr.