Creating game AI in c++ instead of using blueprints
I need your with help writing AI logic in c++ after watching few official UE4 AI tutorials. The reason I ask help is because I have spent one and a half day for looking information about the neccessary classes from the documentation and it hasn´t helped me.
First I want to mention that I am not very familiar how AI in code works, but I want to learn to code rather than use blueprints. I´ve spent too much time looking up for documentation and it´s not that self-explanatory. It also seems that people usually don´t write code when creating AI in UE4 (they partially use both - code and blueprints), so I haven´t been able to find help on the internet.
The most struggling part so far has been BehaviorTree.
According to this video tutorial the default root node of the UBehaviorTree isn´t the actual root and I should add composite selector node to it which then becomes the root. Now, it should be possible to add children to the nodes, but I find this very confusing. as the default root node (UBTCompositeNode type), only allows me to add FBTCompositeChild nodes (F stands for struct). At the same time there´s class UBTComposite nodes (_Selector, _Sequence and _SimpleParallel). I think I am missing something crucial and don´t completely understand the architecture there.
I don´t know whether the description of my problem is consistent, but maybe you could guide me with the concept of AI creation in C++. The overall problem might seem dumb, but I had nothing else in mind to get help.
asked Jul 12 '17 at 10:37 PM in C++ Programming
I think you should first get around to know the system before you start using it in an non-orthodox way. Coding behavior trees directly in C++ is not advised - that's why we created the editor, because coding it would be too much of a hassle.
However, if you insist od creating BTs in code looks at
answered Jul 13 '17 at 12:38 AM
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