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How to create own an AIController for each bots ?


I have created several blueprints character then set him my BotAIController (where created random actions and movements that can not be the same, I do not use blackboard and behaviorTree, I have no common data)

But they start at the same time to perform the same actions.

I want allow for each character existed a separate instance of the controller. How can I do it ?


Product Version: UE 4.8
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asked Aug 10 '15 at 02:08 PM in C++ Programming

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2 answers: sort voted first

I solved this problem by transferring the global variables to header. C ++ is not my primary language, so I can not be aware of some of its rules. Thank you anyway!

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answered Aug 11 '15 at 08:06 AM

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Hello Syntopia,

So as I understand you don't unreal stuff for AI Behavior tree etc... ? ok.

Anyway, what you could do is create as many AIBotCrontroller you need for your character and make them possess a character.

To be honest, I don't see any problems in particular.

If you can give more details, I can find an answer that fit better.


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answered Aug 10 '15 at 03:09 PM

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avatar image Syntopia Aug 10 '15 at 03:41 PM

I will describe two scenarios. In the first test, pure blueprint, I created a MyChar1_BP derive from standard character class. Then I create a MyController_BP derive from standard AIController, and fill it with the logic like this:

alt text

And it works! If I create two characters with a single controller - MyController_BP, they will go at the start of the game in different positions. But when I create a controller through the code, they act as if they have single brain, go to the exact same point. Here is my controller code:





Thank you and sorry for my english :)

123.png (118.9 kB)
avatar image gamer08 Aug 10 '15 at 09:32 PM

Hello Syntopia, sorry for the delay.

That's normal, if you have only 1 controller you can only control one pawn (by default at least). We could make a controller controls multiples pawn at once in certain cases.

If you create multiples controller, you can call MyController.Possess(Pawn1) etc...

what's your goal exactly, each pawn has his own controller ? or a controller that controll multiples pawns at once ?

Based on what you said, it seems to be the first case, 1 controller has 1 pawn

So you should create multiples controller instances an assign a pawn to each of them.

I can make a code example if you want.

Just tell me what you want or if you have any problems to understand something.

Always glad to help.


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