Hey all, i have AI question

So i want to make a bird AI, that when player is close - flies to specific place/location, and when player gets close again, flies to another specific place. How would that be possible to do?
all help and tips would be appreciated.

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The first thing I would do is look into using BB’s and BT’s because this would be your most efficient route. Its a little confusing at first but its quite amazing once you know what your doing. more info here…

https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/

Now I would go through that tutorial and really understand and research each part so you know how it works. For your setup I would create a behavior condition where the bird AI has a sphere trace node looking for the player actor. Once it finds it (player overlaps sphere) you would create another condition to move the AI to a specific point with a MoveTo BehaviorTree node.

https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseRaycasts/Blueprints/

My hierarchy for AI goes as follows:

AI_Controller Class → AI Blueprint (Generic) → Core AI BT/BB functions.

With the above setup I can quickly interchange the Animation Blueprint in the AI so that it still uses the Core functions but with different characters.The controller class is built into the engine and is there to control different AI blueprints if you have many. I recommend this path over just using blueprints alone because that’s where I started and even though it was easier for me to get it going with BP’s (Blueprints) alone, this setup is way more advanced and flexible.

I see, thank you for your advice, i will look into it and try to understand the principle :slight_smile: