Advanced where exacly ?
What i see in comparison with UE3. From the point of view of a user that is a gameplay Programmer.
- Good ones, So far.
The navmesh extension/area it’s unlimited, not like UE3.
There’s seems to be more functionality.
Probably the navmesh pathfinding it’s better.
No more waypoint based AI navigation Good because less stuff to study and such… you can make your own very easil.
- Bad ones, so far.
You have to create 30 assets in your editor to create a good AI.
The blackboard variables accessing and setting it’s so bizarre, " assign key what " ? is there a way around idk but so far it’s sometimes working sometimes not.
The tutorial it’s over complex.
-The behavour tree it’s hard HARD to understand, like what will execute this and the vocabulary and all, i’d keep it as Experimental.
My suggestion: My design.
Some kind of other tree that would be devided in states, instead of Service task and decorator, States.
States would handle all of the moving/waiting, Inside of the states you would switch the states, instead of some blackboard checking. GoToState would switch states, States would use blueprint interface and logics.
We would have a tree of only 2 ROWS, one wich would be the Root and the other the states, it would just function as a purely visual tool just to see the State that you are in.
What i recommend
The behaviour tree with the blackboards and such are very