Creating Behavior Tree
Moving onto Behavior Trees, let's begin to construct our first tree! In this project, we will create AI that resembles the behavior of a neighborhood dog. It will change its behavior state randomly every so often and continue to search for any mailman, who may loiter by its dog pin.
This will touch on using Environment Query System (EQS), which is still an experimental but powerful feature in Unreal Engine 4. It will be responsible for handing the dog a new position to search for the mailman in. So, if you're ready, let's open up a new Third Person project.
Let's create a few things for our dog to route between. The following are the steps to do so:
- First, let's make a new custom Target Point class and name it
Foodbowl
. - Next, let's make a new custom Target Point class and name it
DogHouse
: - Place these two actors accordingly within the world. We will use these to reference our dog where to move to when in the appropriate state. So, basically...