If a Blackboard is the shared memory of an AI, the Behavior Tree is the AI's processor, which will contain the logic of the AI. It makes decisions, and then acts on those decisions to enable an AI to actually do something when the game is running. In this recipe, we will create a Behavior Tree and then assign its Blackboard.
Creating a Behavior Tree
How to do it...
- From the Content Browser under the Content folder, select Add New | Artificial Intelligence | Behavior Tree:
- When asked for a name, provide EnemyBehaviorTree. Double-click on the file to open the Behavior Tree Editor.
- Once opened, under the Details tab, open the AI | Behavior Tree section and verify that the Blackboard Asset property is set to EnemyBlackboard...