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Multiple AI types workflow

Hi!

I've been trying to create AI for my 2D game and I've planned to have 3-4 different versions of AI characters in my game. I've already created a simple patroling AI, but when I started to think about the remaining 3 AI character types, I've been stuck understanding the flow of the logic how I should be able to control multiple AI characters with different behavior.

I've created my first patrol AI (follows path actors) using C++ and behaviortree/blackboard. I only set the behaviortree for my character and the overall blackboard variable setup is done in the controller. Here's the controller logic:

 ABasicAIController::ABasicAIController()
 {
 
     BB_Component = CreateDefaultSubobject<UBlackboardComponent>(TEXT("BB_Component"));
     BT_Component = CreateDefaultSubobject<UBehaviorTreeComponent>(TEXT("BT_Component"));
 
     AIPerception = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("PerceptionComponent"));
     SightConfig = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("Sight Sense"));
 
     AIPerception->ConfigureSense(*SightConfig);
     SightConfig->DetectionByAffiliation.bDetectEnemies = true;
     SightConfig->DetectionByAffiliation.bDetectFriendlies = true;
     SightConfig->DetectionByAffiliation.bDetectNeutrals = true;
     SightConfig->PeripheralVisionAngleDegrees = 65.f;
     SightConfig->SightRadius = 500.f;
     SightConfig->LoseSightRadius = 700.f;
 
 }
 
 void ABasicAIController::Tick(float DeltaSeconds)
 {
     Super::Tick(DeltaSeconds);
 }
 
 void ABasicAIController::BeginPlay()
 {
     Super::BeginPlay();
 
     AIPerception->OnPerceptionUpdated.AddDynamic(this, &ABasicAIController::SenseUpdated);
     BB_Component->SetValueAsObject(BlackBoard_Key_DesiredPathNode, Cast<ABasicAICharacter>(GetPawn())->DesiredNode);
 
 }
 
 
 void ABasicAIController::Possess(APawn* InPawn) {
 
     Super::Possess(InPawn);
     ABasicAICharacter* Character = Cast<ABasicAICharacter>(InPawn);
     
     if (Character && Character->BehaviorTreeAsset) {
         UE_LOG(LogTemp, Warning, TEXT("POSSESSING"));
 
         BB_Component->InitializeBlackboard(*Character->BehaviorTreeAsset->BlackboardAsset);
         BT_Component->StartTree(*Character->BehaviorTreeAsset);
 
         RunBehaviorTree(Character->BehaviorTreeAsset);
 
 
     }
 
     BB_Component->SetValueAsObject(BlackBoard_Key_DesiredPathNode, Character->DesiredNode);
     BB_Component->SetValueAsObject(BlackBoard_Key_SelfActor, Character);
 
 
 }
 
 void ABasicAIController::SenseUpdated(TArray<AActor*> Actors) {
     UE_LOG(LogTemp, Warning, TEXT("test"));
 }

My question: When I want to create, for example, chasing enemies, would I have to create a new AIcontroller class for this type of enemies? It might be a dumb question, but I am not sure if I do this in right workflow nor I did not find much information how to separate the logic when creating multiple AI types (especially when using C++).

With regards

Product Version: UE 4.16
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asked Sep 19 '17 at 11:17 AM in C++ Programming

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Rasponien
129 7 11 23

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