Player character (and friendly) AI Considerations

This week I have a few goals for my project, the first one is getting auto-attack setup.

I completed an excellent Enemy AI youtube series and have setup some basic AI for enemy characters in my game. I feel good about my level of understanding there and how to progress. and I think I have a clear idea of how to start, but I wanted to run my plan by others before doing a lot of work down the wrong path.

Like most RTS games (for example, Dawn of War) you select a unit with your left button, and right click to select its target, which the unit then proceeds to approach and attack. Im assuming this means making a new AI controller, creating a BB for it, and creating a behavior tree that would have the character move to a distance and begin firing whatever attack Ive chosen.

Whats not clear to me is how I move back and forth seemlessly between controlling my character and having AI commands trigger…how to work with the BB and player input, together.

I still control my characters movement with my keyboard, and would want to be able to interrupt AI and repossess the character. Taking this a step further, Im not sure how to have the character continue performing AI actions while also receiving input from me (trigger abilities like a shield boost, or a damage boost, or any number of other regular inputs). My movement inputs would need to override the current AI task completely.

Any considerations, advice, or tutorial suggestions on what Im trying to learn?

if your talking RTS style then you wouldnt possess the unit, its more like you’d issue a command (ability)

so regarding the AI you could have a selector in the BT, if it has a command follow that branch and if not it could do its default task, ie patrol