In this chapter, we have explored how it is possible to extend/create Tasks, Decorators, and Services both in Blueprint and in C++. As a result, this gives us the ability to create complex behaviors for our AI agents, especially if combined with what we learned in the previous chapters, such as navigation, EQS, and perception.
In the next chapter, we will deal with Crowds, before jumping into creating a concrete example in Chapter 8, Designing Behavior Trees – Part I, Chapter 9, Designing Behavior Trees – Part II, and Chapter 10, Designing Behavior Trees – Part III.