[Closed] AI Allies without behavior tree?
Is there a way to make an ally (character) character who follows the player and fires to a specific character without using the behavior tree?
asked Nov 22 '17 at 06:47 PM in Blueprint Scripting
The question has been closed Dec 27 '17 at 09:49 AM by IppolitoGermer for the following reason:
The question is answered, right answer was accepted
Yes, this is in 100% possible as I know, means you can use all engine functions available in Behavior Tree
But question is - why not Behavior Tree? If you have very simple ai, you can do it in it's blueprint but doing it with Behavior Tree is much better and easier, just start with Behavior Tree and whole this system can be hard and confusing, but anyway – much harder will be do it without BT.
Here is parallel to Animation Blueprint. You not need it, but they are for a reason and really works and make work easier.
Personally I have most of ai on Behavior Tree and Tasks, Services and EQS queries.
answered Nov 22 '17 at 07:37 PM
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