Blackboard
This stores the memory for an individual agent or agents. This works hand in hand with the Behavior Tree. It allows easy and direct access to variables from any of your Task nodes. Imagine that your Behavior Tree is your EventGraph, and Blackboard is your variable that you use in EventGraph. With the Instance Synced function, you can replicate the variable to every instance of the Blackboard class within the world. Now, let's start creating our Blackboard:
We need to create a new Blackboard (which is under AI assets when you right-click within Content Browser) and name it
DogBrain
. This will store our State as EnumDogState
for the Behavior Tree branches,Mailman
as ThirdPersonCharacter if we have one found,Foodbowl
as itself if we have found, and lastly our latest searchLocations
as a vector for EQS. You may see the elements we created as follows:Let's save this all. We have to create Behavior Tree now that we have the bare components that make up our Behavior Tree. Let's go...