C++ Ai Controller: referencing BTrees and Blackboards
I'm trying to write AI controller in C++. The controller is supposed to access blackboard and run behavior tree.
The problem is, I'm not sure how am I supposed to reference which behavior tree/blackboard the controller is supposed to use. C++ controller class pretty much exists in vacuum and doesn't expose any of its properties anywhere. I could, of course, hardcode path to relevant assets into C++ code, but that obviously is not the right way to do it.
So, how am I supposed to specify which Blackboard/Behavior Tree should be used by AI controller, when AI controller is written in C++?
asked Nov 16 '15 at 06:00 PM in C++ Programming
You could mark your BB/BT properties as "exposed on spawn", like so:
Those properties will get exposed as input pins to BP's
Or you can make those properties "config variables" by adding
What I normally do is I'm hosting BT property on pawns, so that when AI controller possesses a pawn it used the BT asset associated with given pawn class/instance.
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