I am now developing a complex AI using behavior tree. The logic of the AI includes much random behavior and many states. I am a newer to unreal 4. And I want to know is there any way to divide a large tree into some small trees as implement all logic in only one behavior tree is too complex and unacceptable.
I am looking for something like “stop this behavior tree and jump into another behavior tree” so I can implement different functions in different behavior trees.
Is there any way to do this? Or it’s unwise to build a complex logic in behavior tree and I should use blueprint instead of behavior tree?
Thanks.