Watching a lot of tuts on Youtube. I have seen methods of programing your enemy’s AI. But I don’t understand why you make the event in the character. Then make the event again in the AI controller. Then make the event again for the behavior tree task in another Task blueprint. why can you not just make the one task in the character and cast to that and miss out the AI controller or would that not work? I am still new to this.
Take this for an example. lets say I want to make a simply wondering and then chase on sight (OnSeePawn).
I could make that quite quickly in a character BP and set the max walk speed to change with a few variables. and then on see pawn set AI MoveTo to my player character and then so on to attack on contact with the mesh and lower health and so on. That would be job done.
Or should I just have the custom events in the AI character and the do all the coding in the AI Controller is that the better practice or something. then use the behaviour tree with tasks BPs