Multiple Behavior Trees for different types of bots?
Hi, I've working on a template which consists of 3 types of enemy bots, each with totally different behaviors for threat detection and attacking. At the moment, I'm using the Pawn Sensing component in each of their characters blueprints. However I want to try it out in Behavior Trees as well. But my concern is whether I should have different behavior trees for different types of bots or have a single behavior tree with condition based code. I will be adding atleast 4 other types of bots as well in the near future. So is it advisable to use multiple behavior trees as far as performance is concerned? Will it make much difference if I use just one complex behavior tree?
asked May 07 '15 at 03:30 AM in Blueprint Scripting
If the behaviour is actually different in terms of what they do I would use multiple trees. Using different behaviour trees should be much easier to manage and debug. The more behaviour types you add to one tree the more complex one tree will become until you rip your hair out and split them up anyway.
You can replicate a lot of functionality though tasks and services anyway as well as just copy and paste from one tree to another.
If the behaviour differs only in terms of parameters, sight distance, threat weighting etc then it is probably easier to just use one.
answered May 07 '15 at 04:28 AM
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