In this chapter, we have completed what we started in the previous two chapters. In fact, we have built a Behavior Tree from scratch, starting from the design phase, and implementing all the components we needed along the way (both in Blueprint and C++!).
In particular, in this chapter we have seen how to build the Behavior Tree, along with the Blackboard; make the Behavior Tree run (both in a Blueprint and C++ setup); and improved the C++ implementation of the nodes by assigning node names, placing a header in the Decorator, and filtering the Blackboard Key selectors based on their type.
This chapter concludes the main features of the Unreal Engine AI Framework. However, this doesn't mean that we are finished with this Framework just yet. In fact, we can now perform an extensive debugging of the AI, which is the topic we are going to face in the next chapters.
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