My idea is to make behavior evaluations stored in a bp function library. I’ve seen other people use straight UObjects, which is more efficient I admit, but doesn’t allow for much sharing unless it was super generic like a BT task/service (whatever word goes there). It’s going to take time playing around with the system and getting feedback from testers to get the set up feeling right so I’m going to see if I can make the system accept both UObjects and functions library’s ( should be not much trouble since everything stems from UObjects and my system is looking for an output of a struct anyway )
Something is still somewhat odd about the performance results I am getting. A packaged project gives me 110ish fps with 50 ai and it really should be much more than that. since behavior trees can get higher than that. I’m starting to think it’s an accumulation of several things that gives me this result. My PC is leaning on the old side now, theres a lot of stress of built in Unreal Engine features, I haven’t brought everything over to c++, and I haven’t added the batching type stuff yet. Also starting to consider that the models/animations I’m testing with could be unfavorable.
I have some time on my hands now so I will be digging into this much more. First things first though, going to update the beta version of my game so I can get back on track with my community. Day job has really taken me away from the dev life lately. Going to make an attempt at full time dev again.