- Hands-On Artificial Intelligence with Unreal Engine
- Francesco Sapio
- 161字
- 2021-06-24 15:23:26
The AI Controller to run a Behavior Tree
The next step is to run the Behavior Tree from an AI Controller. Usually, this is an easy task that it is implemented in Blueprint (in which it is possible to directly refer to a specific Behavior Tree). Even if we have a complex C++ AI Controller, we can extend the controller in Blueprint and Run the Behavior Tree from Blueprint. In any case, if a hard reference doesn't work (e.g. you are using C++ or because you want to have more flexibility), then you can store the Behavior Tree in the Character/Pawn that needs to run that specific Behavior Tree, and retrieve it when the AI Controller possesses the Pawn.
Let's explore how we can do this both in Blueprint (we will reference the Behavior Tree in a variable, in which we can decide on the default value) and in C++ (in which we will store the Behavior Tree in the Character).
- OpenStack Cloud Computing Cookbook(Third Edition)
- SQL Server 2012數據庫技術及應用(微課版·第5版)
- Rake Task Management Essentials
- Apache Hive Essentials
- Mastering matplotlib
- 算法精粹:經典計算機科學問題的Python實現
- Mastering LibGDX Game Development
- 細說Python編程:從入門到科學計算
- Getting Started with Nano Server
- HTML5+CSS3+jQuery Mobile APP與移動網站設計從入門到精通
- Python自然語言理解:自然語言理解系統開發與應用實戰
- Unity 5.X從入門到精通
- 人人都能開發RPA機器人:UiPath從入門到實戰
- Implementing Domain:Specific Languages with Xtext and Xtend
- HTML5程序開發范例寶典