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No Documentation of Services and Tasks Whatsoever for AI In C++!!!

Guys, I've been scrounging for days now trying to find Information on programming AI into C++. I heard over and over @MieszkoZ saying "If you desire performance, do your AI in C++". But you don't teach us how, or have up to date Documentation on it!!!

Are you serious????

For Tasks i finally found this. https://wiki.unrealengine.com/Survival_Sample_Game:_Section_3 Okay i can handle it for now.

But there is NOTHING regarding services in C++!!!! I found Exi post asking around. https://answers.unrealengine.com/questions/200312/behavior-tree-service-in-c.html

However, the method that he overrides doens't EXIST!!!! "virtual void ReceiveTick(AActor* OwnerActor, float DeltaSeconds) override;"

Please in the name of what most holy can you make our lives easier trying to use your Game Engine? Is it that hard?

Product Version: UE 4.10
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asked Feb 23 '16 at 08:09 PM in C++ Programming

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You just need this in your header:

     virtual void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;

Then in your CPP

 void UCheckDistanceToWaypoint::TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)

Of course replace UCheckDistanceToWaypoint with your own class name.

Scheduling the next tick will allow the TickNode function to abide by it's interval settings that you assign in the behavior tree.

Now.. just create all your C++ functionality there!

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answered Mar 15 '17 at 06:54 AM

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In all cases where you can't find documentation, take a look at the engine code: https://github.com/EpicGames/UnrealEngine/tree/release/Engine/Source/Runtime/AIModule/Private/BehaviorTree

There isn't a lot in the way of examples for services (but should be enough to get going). There are however quite a few examples for tasks which you can use.

It's a little more effort than reading documentation, but it's certainly possible to use what's provided to build your own tasks and services.

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answered Feb 23 '16 at 09:38 PM

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