As stated previously, a service is something that will take place at a certain frequency or tick. Services act as a way to update AI information and states during runtime from the behavior tree. We have created enough BT assets using blueprint, so it is time we create one in C++!
A blackboard is a simple place where data can be written and read for decision making purposes. A blackboard can be used by a single AI pawn, shared by a squad, or used for any other purpose where it's convenient to have a central place to look up relevant data.Apr 4, 2014
Decorator, also known as conditionals in other Behavior Tree systems, are attached to either a Composite or a Task node and define whether or not a branch in the tree, or even a single node, can be executed.
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The Compare BBEntries (Blackboard Entries) node will compare the values of two Blackboard Keys and will block or allow the execution of a node based on if the result is equal to or not equal to.
Decorator, also known as conditionals in other Behavior Tree systems, are attached to either a Composite or a Task node and define whether or not a branch in the tree, or even a single node, can be executed.
In this first step, we set up our project with the assets we'll need for our AI character to get around the environment.
In this step, we create our Blackboard asset, which is essentially the brain of our AI. Anything we want our AI to know about will have a Blackboard Key that we can reference.
In this step, we will lay out the flow of our Behavior Tree and the states that we want our AI to enter. Laying out your Behavior Tree with the states you anticipate your AI could be in as a visual flow will give you an idea of what type of logic and rules you will need to create to enter those states.
In this step, we set up our Chase Player Task to change the movement speed when chasing the Player.
In this step, we set up our Find Random Patrol Task so our AI moves to a random location when it is not chasing the Player.
In this step, we do a little bit of work inside the AI Controller in preparation for the final step, setting up a Decorator to determine which branch of our Behavior Tree to enter.
In this final section, we adjust a few settings on the Player Character and Enemy Character Blueprints. We also set up our Decorator in our Behavior Tree which will determine what branch we can enter based on a specified condition.