Using our new AIController class
Ever notice how one player can be any character they desire? This is the hierarchy that creates the pawn and the controller. The controller is what the player inherits after waiting for some time in the game lobby. It is used to manage the input and connection from the player. This class comes with additional functions to help navigate the bot and the ability to assign a Behavior Tree to the controller. In this demonstration, we will cover some of the basics of the AIController class.
Assigning the AIController class
So, now that we have what we need to create an AI, we will assign the MyController
class to the MyCharacter
base. To do so, go to the Defaults section within the MyCharacter
blueprint. Search for AIController Class and set it to MyController
, as shown in the following screenshot:
When a character isn't possessed, it will automatically be possessed by AIController. So, with the change we just made, the default AIController class that possesses...