Summary
In this chapter, you learned how to use the different aspects of the AI tools offered by UE5, including Blackboards
, Behavior Trees
, and AI Controllers. By using a combination of both custom-created tasks and default tasks provided by UE5, as well as a decorator, you were able to have the enemy AI navigate within the bounds of the Nav Mesh you added to your level.
On top of this, you created a new Blueprint
actor that allows you to add patrol points with the use of a Vector
array variable. Then, you added a new function to this actor that selects one of these points at random, converts its location from local space into world space, and then returns this new value for use by the enemy character.
With the ability to randomly select a patrol point, you updated the custom BTTask_FindLocation
task to find and move to the selected patrol point, allowing the enemy to move from each patrol point at random. This brought the enemy AI character to a whole new level of interaction...