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One AIController for multiple BT and BB

I have following AIController.

     Blackboard = CreateDefaultSubobject<UBlackboardComponent>(TEXT("Blackboard"));
     BehaviorTree = CreateDefaultSubobject<UBehaviorTreeComponent>(TEXT("BehaviorTreeComponent"));

     PerceptionComponent = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("PerceptionComponent"));
     PerceptionComponent->OnPerceptionUpdated.AddDynamic(this, &AEnemyAIController::OnPerceptionUpdated);

     UAISenseConfig_Sight* SightConfig = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("AISightConfig"));
     SightConfig->SightRadius = 500;
     SightConfig->LoseSightRadius = 550;
     SightConfig->PeripheralVisionAngleDegrees = 90.f;
     SightConfig->DetectionByAffiliation.bDetectEnemies = true;
     SightConfig->DetectionByAffiliation.bDetectNeutrals = false;
     SightConfig->DetectionByAffiliation.bDetectFriendlies = false;



 void AEnemyAIController::Possess(APawn* InPawn)

     AEnemyCharacter* EnemyCharacter = Cast<AEnemyCharacter>(InPawn);
     if (EnemyCharacter != nullptr && EnemyCharacter->BehaviorTree != nullptr)
         EnemyKeyID = Blackboard->GetKeyID("Target");

         FBlackboard::FKey HomeLocationKey = Blackboard->GetKeyID("HomeLocation");
         Blackboard->SetValue<UBlackboardKeyType_Vector>(HomeLocationKey, InPawn->GetActorLocation());


For some reason blackboard instance is not unique and HomeLocation variable is the same for all enemies and equal to last enemy. As I understand I need to have unique blackboard for each enemy character. How to organize this better, I mean "in UE way".

Product Version: UE 4.18
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asked Aug 10 '18 at 06:23 PM in C++ Programming

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John Tracid
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