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Using behavior trees for things other than pawns

I would like to use a behavior tree to control weapons on a ship so they can act independent of the ships AI. I.e., the ship AI simply starts and stops the weapons, and the weapon behavior is configurable.

Since the number of weapons and weapon placement is different from ship to ship it doesn't make sense to just have the weapon be a pawn; the controller is a seperate entity - currently a component.

My assumption right now is that the way to accomplish this is to have the weapon controller spawn an AI controller that is simply not attached to anything and have that run the behavior tree.

Am I on the right track, or is there a better way to do this? Can a controller have multple behaviors, this allowing me to have it a configurable parameter of the ship's controller?

Product Version: UE 4.19
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asked May 18 '18 at 10:57 PM in Blueprint Scripting

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Rakosman
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