For the past couple of weeks I’ve been looking at tutorials and videos about Unreal Engine. One of the things I can’t really get a grasp of is AI. To be more specific, I want to create a RPG like project. I want to have an enemy AI that uses different abilities and attacks between melee and ranged. I understand the best way of approach would be to utilize the behavior tree for the AI to switch between states based on the relative position/status of the player to use different attacks/abilities. The thing I’ve noticed in a lot of these tutorial videos is that the enemy AI is very bland. What I specifically mean is that in these videos the AI will chase the player wait, do an attack, wait and repeat the process. It doesn’t seem very natural, and I do get that in these videos its designed to be simplistic with only one attack pattern.
My first question would be how would you approach setting up the behavior tree to dynamically and naturally use certain attacks/abilities, retreat etc.?
My second question is in regards to Animation. When creating animation for movement/locomotion and attacks/abilities do you also need to create blend spaces that the AI can also use to make movement and attacks seem more natural, how would you do so?
My last question would be in regards to the limitations of Blueprints. I understand that blueprints may have some limits as to what it can do compared to C++, but what are some examples of these of what blueprints can’t do. Maybe in relation to and RPG/gameplay perspective.
I am still very much a novice in regards to blueprints and I’m trying to learn more about C++ as well. I want to apologize if this question was answered before, I looked through the forums search but couldn’t really find an answer to any of these questions. Please let me know if you want me to clarify something!