Windows. MacOS. Linux. Makes AI use the specified Blackboard asset & creates a Blackboard Component if one does not already exist. Target is AIController. Use Blackboard. Target. Blackboard Asset. Select Asset.
Get Blackboard | Unreal Engine Documentation ... Get Blackboard
Wait Delay | Unreal Engine Documentation ... Wait Delay
A typical workflow would be to create a Blackboard, add some Blackboard Keys, then create a Behavior Treethat uses the Blackboard asset (pictured below, a Blackboard is assigned to a Behavior Tree). Behavior Trees in UE4 execute their logic from left-to-right, and from top-to-bottom. The numerical order of operation can be viewed in the upper ...
One of the ways UE4 Behavior Trees differ from other Behavior Tree systems is that UE4 Behavior Trees are event-driven to avoid doing unnecessary work every frame. Instead of constantly checking whether any relevant change has occurred, the Behavior Tree passively listens for "events" that can be used to trigger changes in the tree. In the image below, an event is used to update the Blackboard Key HasLineOfSight? . This causes any lower priority Task to be aborted in favor of executing our left-most branch which has higher priority.
There are three main advantages to the way UE4 handles concurrent behaviors: 1 Clarity - Using Services and Simple Parallel nodes creates simple trees that are easier to read and understand. 2 Ease of Debugging - Clearer graphs are easier to debug. Also, having fewer simultaneous execution paths makes it easier to see what is being executed. 3 Easier Optimization - Event-driven graphs are easier to optimize if they do not have a lot of sub-trees simultaneously executing.
Behavior Trees are created in a visual way similar to Blueprint by adding and connecting a series of nodes which have some functionality attached to them to a Behavior Tree Graph. While a Behavior Tree executes logic, a separate asset called a Blackboard is used to store information (called Blackboard Keys) the Behavior Tree needs to know about in order to make informed decisions. A typical workflow would be to create a Blackboard, add some Blackboard Keys, then create a Behavior Treethat uses the Blackboard asset (pictured below, a Blackboard is assigned to a Behavior Tree).
Standard Behavior trees often use a parallel composite node to handle concurrent behaviors and the parallel node begins execution on all of its children simultaneously. Special rules determine how to act if one or more of those child trees finish (depending on the desired behavior).
In the standard model for Behavior Trees, conditionals are Task leaf nodes, which simply do not do anything other than succeed or fail. Although nothing prevents you from making traditional conditional tasks, it is highly recommended that you use Decorators for conditionals instead.
The Project SDK Override enables you to change, on a per project basis, which version of the Android SDK's are used to compile your project. You can find these options by going to Project Settings > Android > Project SDK Override .
Google Play will require that new apps target at least Android 8.0 (API level 26) from August 1, 2018, and that app updates target Android 8.0 from November 1, 2018. UE4 version 4.21 or newer will take this into account but any project made with previous versions of UE4 will have to be updated to accommodate for this new change.
Before your project can be displayed and downloaded from the Google Play Store, you will need to first fill out all of the various sections that have a grayed out checkmark box in the Dashboard section of the Google Play Console.