blackboard data asset 4.12

by Prof. Ava Rosenbaum DVM 7 min read

Overview

This tutorial serves as a basic introduction for how to create a working AI character that uses a Behavior Tree to execute Blueprint Tasks.

Creating the AIController

Create a new Blueprint that uses the AIController class as its parent and name it BasicAIController

Creating the AICharacter

Create a new Blueprint that uses the Character class as its parent and name it BasicAICharacter

Creating the BlackBoard Data Asset

Create a new BlackBoard Data Asset. This is done by right clicking inside the content browser then selecting Miscellaneous and then -> BlackBoardD (Name this asset BasicAIBlackboard )

Creating the Behavior Tree

In versions of UE4 before 4.5 you must first enable it in Edit --> Editor Preferences --> Experimental

Creating a Task

We are going to create a simple Task for the Behavior Tree to execute. Create a new Blueprint using BTTask_BlueprintBase as its parent. Name this BasicTask

Setting Up the Behavior

Open up the Behavior Tree and set it to use your created BlackBoard Asset

What tools do faculty use outside of Blackboard?

Faculty use a variety of tools outside Blackboard to teach – over 20 unique tools were reported in the focus groups. The most commonly reported tool was eGradebook, which many faculty remembered fondly. Other common tools included CLIPS, Google Docs, wikis, Adobe Connect, and Moodle.

How many people were interviewed in the 2011 CTL?

During the spring 2011 semester, ITS and CTL interviewed over 75 students, faculty, and staff. Interviews were performed in groups of 2-10 participants and lasted for an hour. Participants were solicited via personal contacts and campus-wide emails. The following questions were asked of all participants:

What are the complaints about Blackboard?

The two most common complaints about Blackboard were the interface (poor, clunky, not intuitive, required a lot of clicks, and too complex) and the speed of the system (slow). Focus group participants also disliked:

When was the LMS decision made?

The LMS steering Committee’s decision was based on the data collected between March – June 2011, from focus groups, online surveys, interviews with peer institutions, and user testing. This section provides a more detailed view of the research methods used and the results of the data analysis.

image

Overview

Scene Setup

  • 1. Launch Latest version of Unreal Engine 2. Create a new Project. Select ÔÇ£Top DownÔÇØ 3. Name project something like ÔÇ£MyBehaviorTreeÔÇØ and press ÔÇ£Create ProjectÔÇØ Button. 4. Next add a NavMeshBoundsVolume to the scene and scale it to encompass the playspace. This volume is responsible to building navmesh that the AI will use to navigate. Note: Ptoggles p…
See more on unrealcommunity.wiki

Creating The AICharacter

  • Create a new Blueprint that uses the Character class as its parent and name it BasicAICharacter Open the newly created Character Blueprint and set its default AIController Class to the one your created in the previous step, (BasicAIController) Finally add a meshcomponent to the Character Blueprint so we can see the character (*Note: Creating the AI Character automatically adds skel…
See more on unrealcommunity.wiki

Creating The Blackboard Data Asset

  • Create a new BlackBoard Data Asset. This is done by right clicking inside the content browser then selecting Miscellaneous and then -> BlackBoardD (Name this asset BasicAIBlackboard) The BlackBoard asset allows you to store information in keys that can then be used by the Behavior Tree. Create a key named TargetPoint and set its Key Type to Vector.
See more on unrealcommunity.wiki

Creating The Behavior Tree

  • In versions of UE4 before 4.5 you must first enable it in Edit --> Editor Preferences --> Experimental
See more on unrealcommunity.wiki

Creating A Task

  • We are going to create a simple Task for the Behavior Tree to execute. Create a new Blueprint using BTTask_BlueprintBase as its parent. Name this BasicTask Next open up the created Task blueprint and go to its EventGraph. We need a Receive Execute event for when the task is called by the behavior tree and a Finish Executeevent that returns success or failure upon task complet…
See more on unrealcommunity.wiki

Setting Up The Behavior

  • Open up the Behavior Tree and set it to use your created BlackBoard Asset When the Behavior Tree is run it begins at the root and proceeds down the hierarchy executing tasks and returning successes or failures. For our simple wander example we are going to drag out from the bottom of the Root node and create a Sequence. From the bottom of the Sequence we are going to dra…
See more on unrealcommunity.wiki

Spawning The Ai

  • The 2 easiest ways to preview the AI are to either place the AI Character blueprint in the level or use spawn actor in the level blueprint to create an instance of it.
See more on unrealcommunity.wiki

Extras

  • To get your AI character to rotate based on movement enter the BasicAICharacter>Defaults tab. Find Use Controller Rotation Yaw and set this to false. Open the Components tab and find the Character Movement. Find Orient Rotation to Movementand set it to true.
See more on unrealcommunity.wiki