Generic vs AI version of Events in Behaviour Tree Task
For example the "Event Receive Execute" and "Event Receive Execute AI". Is this refering to Controller vs Controllerless Behaviour Trees? I have not found any information about using BTs in non Pawn/Character AI. I would like to try implementing AI for example a building, say a farm managing it's resources, products, farmers etc. I am refering to blueprints but I could do some of this in C++.
Best explaination of this is found in the API.
Remember though, if only one is implemented, then that will get called.
In the C++ engine source, you can find the exact trigger for the differences.
answered Jul 17 '17 at 06:29 PM
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