In this chapter, we started to look at our in-depth example of how to create a Behavior Tree, and have used all of the systems we have encountered so far.
In particular, we have seen how we can write down the Expected Behavior and work from there to gather all the different pieces that we need to build our AI. We have seen how we can do this in both C++ and Blueprint. The pieces we have created were a Custom Decorator, to check boolean variables in our Behavior Tree, a Custom Task, to find a random location by using the Navigation System, and a Custom AI Controller so that we can use the Perception System to sense the Player.
In the next chapter, we will continue with this example and build the last piece we need so that we can update the variables for the Chasing Behavior. At the end of the next chapter, you will be ready to build the Behavior Tree. So, let's move...