Question] Is using the pawnsensing component the recommended way to create AI - Player awareness? I saw game examples using functions like EyeTrace, which basically done the same, just with a lot of blueprinting.
Question] What is the recommended solution to setup a ranged patrolling, chasing and shooting enemy AI with blue prints?
I have added a link to the project. It’s a very simple project, so it may not be added to the learn tab, but I wanted to make sure it was available to anyone who wanted it.
Thanks guys for the tutorial! This is just what I was looking for and I learned a lot. Looking at your project one area that I have been having a hard time with is the service. Behavior Trees are supposed to work for classes of characters, yet ever example I see always casts to a specific character. In the example you give it’s BPAICharater. In the same service you use a lot of vectors from actor, which don’t seem to work if you cast to a class. So it does not seem like there is a way you could use this Behavior Tree with anything more than just carbon copy of BPAICharater.
I have found this problem with a lot of BT tutorials. I would like to create children of BPAIChar that have different attributes and use the same behavior tree. Are there any resources/tutorials or documentation that can show how to make something like that work?