I just went through the Behavior Tree Quick Start guide and it’s working fine with my own mesh/simple animation blueprint.
I made a state machine that is just from a 1D blendspace… idle, walking, walking fast based on a speed variable.
I don’t understand how the behavior tree knows when to set the speed full and when 0 (idle) it just seems to work…my character is chasing after me and stops when she finds me.
but my real question is…i guess I am trying to understand how all this extra stuff (blackboard, behavior tree, ai blueprint, etc) is beneficial.
To learn more about AI I want to make something where an array of 7 randomly generated things (thing[x])(pulled from an array of say, 50 actors, piece[x]) fall from the sky. 5 characters pick up the thing in the array that corresponds to their array number (i.e. thing is picked up by character, etc)
Then whatever thing is, say piece, the character would play out an animation from a blendspace. I was thinking that piece could put them in the range of 20-30 in a blendspace, if it was piece it would be 31-40 in the blendspace, etc…then after say 10 seconds, the character array would go back to their idle animation in their idle target point in the level.
Would I need to set up all the AI stuff for this? Couldn’t I just use getWorldLocation and stuff to have the characters walk toward the pieces? And set target points and have them walk back to those when they are idle?
And if I wouldn’t need AI for something like this…when would you need it? It seems so complicated for something not so complicated…or maybe it is way more complicated than I think.
Anyway…sorry for the long question. Just trying to figure this stuff out and it’s super complex! Thanks so much for any guidance!