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Changing behavior of ingame character

I am currently building a strategy game in which a single person shall be able to change its job during the game. The difficulity with this is that I will have about 20 jobs, which will of course all need to interact with the world in different ways. I am currently wondering what could be the best way to manage all of these jobs or the switch between them. I had several approaches in mind which all don't seem good to me:

  1. Create multiple classes for all jobs, create a switch animation a la Sims and delete the old person object after the new was spawned at the same location (transferring basic information about the person into the new object)

  2. Create a massive behavior tree with most of the variables needed for job executions and use decorators to select different tasks based on the job enum

  3. Create separate behavior trees for humans with variables needed for a specific job. Change the assigned behavior tree after job was changed

In my opinion, all approaches are a bad solution for the problem and I feel like I am missing something since I still don't know all facets of UE4. Have some of you already dealt with a situation like this and found a best practice approach?

Product Version: UE 4.21
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asked Jan 27 '19 at 04:57 PM in Using UE4

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