AI following spline with Blackboard and Behavior Tree problems

Hi, I’m trying to get a racing AI to follow a spline using blackboard and behaviour trees.

I’ve got my AI_Racer, AI_Racer_Controller, AI_Racer_Blackboard and AI_Racer_BehaviorTree. Along with a BTTask, BTT_FollowRacingLine with the follow spline information. I’ve got a BTTService which checks that the race has started (defaulted to Yes)

Anyway I’m trying to position the car onto the spline and I’m using the BP that works if placed in the Racer_AI BP, however when I put it in the BTTask it is ignored. The Behavior Tree is running and firing the FollowRacingLine node.

Anyway I put in breakpoints and noticed on the Cast To I’m greeted with this warning:

Warning: Looks like a wire-trace was not injected before the jump from ‘Cast To AI_Racer’ to ‘Cast To RacingLine’.

I’ve tried deleting the nodes and wires, even redone the BP in a new fresh BP. Still get the warning. I’ve put a print string after the first Cast To and that is displayed, though not after the Cast To Racing Line, which could be down to it not getting the key FollowRacingLine for the Get Blackboard Value as Object in the BTTask.

Can anyone point me in the right direction please?

58997-bt_followracingline.png

no idea how to make it follow a spline. If its some kind of race track and you’re trying to get the car to go around it, you could set up a series of target point bp’s and use EQS to make the car go from one to the other. Not sure if that would work for something that needs to be fast and continuous though but will get the car moving for now. :confused:

good luck

Yeah looked into target points/checkpoint system, but ideally I am looking at EQS to work alongside following the spline, just need it to follow the spline first ha

This appears to be a solution to the above or at least a starting point so I’ll mark this as answered.