This chapter (and the two that follow) will take you through a more practical approach of what we have learned so far. In particular, we will be focusing on how to implement a Behavior Tree so that we can chase our character in the game.
In fact, we will use all the content from Chapter 2, Behavior Trees and Blackboards, along with a blackboard, to execute these actions, a NavMesh to move around the environment, and the Perception System to sense the Player.
In this chapter, we will cover the following topics:
- How to design a Behavior Tree, starting from the Expected Behavior
- Analyzing the nodes that we might need on a Behavior Tree
- Implementing a Custom Decorator (both in Blueprint and C++) to check boolean variables
- Implementing a Custom Task (both in Blueprint and C++) to find a random location around the character
- Using the Navigation System...