unreal engine how to split 2 blackboard key selectors to a boolean

by Harmony Kshlerin 10 min read

How do I assign keys to a different blackboard?

Make BlackboardKeySelector

How do I create Blackboard assets?

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.

How do I switch from a behavior tree to a blackboard?

Sep 13, 2021 · Can’t connect or change the Blackboard Key with the connected Boolean variable. … Did I perhaps make a mistake when connecting to the Blackboard Key Selector? … Maybe the code that updates the Blackboard Enum is broken? … By contributing information to this and other Epic Unreal Engine support … 3.

1 - Required Project Setup

In this first step, we set up our project with the assets we'll need for our AI character to get around the environment.

2 - Blackboard Setup

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.

3 - Behavior Tree Layout

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.

4 - Task Setup - Chase Player

In this step, we set up our Chase Player Task to change the movement speed when chasing the Player.

5 - Task Setup - Find Random Patrol

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.

6 - AI Controller Setup

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.

7 - Decorator and Final Setup

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.