Behavior trees functionalities for Player Characters

Stormrage256
Sat, 03 Jan 2015 12:25:57 +0000
Character & Animation

Hi, I’m working on a game prototype similar to XCOM: EU with party of 4 playable characters. I’ve just recently started working on the AI Behavior Trees and noticed that there’s a ‘Reached Move Goal’ decorator in there. I want to implement similar functionality for my player characters, so that I can turn on the Command UI/Player Input once the player character has reached his movement destination. Unfortunately, I haven’t come across anything similar to that in my player controller. Currently I’m checking every tick if the selected character is moving or not, which doesn’t seem very efficient to me. I would like to know if there is a better way to handle this, like maybe within the player character movement component.

I’ve seen some suggestions on earlier posts saying to use AI controllers for player characters. If I use an AI controller to control my player character movement with BTs, would it be feasible on the long run? I do not want to go ahead with that if I’m gonna lose out on important functionalities in the player controller.

Here’s a video depicting what I’m working on, so that you get a better idea:
UE4 Top Down template Dev Video

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