Difference between Event Receive Abort and Event Receive abort AI in Behavior Tree Tasks?

Also what’s the difference between Execute and Execute AI and Tick and Tick AI

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The only difference is the input parameters you get. Previously, before the AI versions were introduced, you had to always cast to pawn, get a controller out of it (or the other way around, not certain anymore), store both variables to operate on them.

With AI version, you just have it all right here. However keep in mind, that as far as I know, the AI version will only be called if the object using the Behavior Tree actually is an AI with a controller. You may use Behavior Trees for different things, most of which won’t fire ExecuteAI - they will only fire regular execute.

Short story - ease of use only. All the events share the same story.

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@vipeout thanks that was very a very useful explanation. For me it was great to understand that ExecuteAI required a Controller, since I have 1 PlayerController and many Characters that are not possessed, they are rather moved when told by other means (it’s an RTS so you have many characters not tied to a specific controller)

Great question thanks