Unreal Engine Behavior Tree Focus on Player Service + Decorator = If AI Enemy alive

Опубликовано: 06 Октябрь 2024
на канале: STUDIO C-illy_B
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What I wan to do = By using Service and Decorator, Stop AI Enemy focusing on Player

Point = service updates variable (Alive) and decorator use the variable for its condition (=alive or not)

00:00 AI Enemy
00:04 BP Character = AI Enemy Nodes
00:12 BT
00:23 Service = if Enemy AI is alive or not
Point = A role of service is to provide information to task nodes etc. = Not make actions like task nodes.
In this case, the service node updates (with Event receive Tick AI) the information on whether Enemy AI is alive or not
Note = the service was made by me = not default service
00:52 How service and BT are connected
Point: Node, Set blackboar value as XXX was used.
01:09 Open eye = You can set Key in Service Node in BT
01:27 Decorator = if Enemy AI is alive or not
Point: Decorator is a sort of condition = If Enemy AI is dead, nodes (=the part of 'self') will stop.
01:34 BB Key
01:45 Observer Aborts = Self
Note: Nodes marked in green will be aborted
02:09 BTT = Focus on Player
02:21 Focus on player = Event Node
02:53 Where does the variable (=Alive) come from?
03:11 From Here = In BP Character
03:51 gameplay
04:01 AI Enemy is dead = the 'Self' part of nodes in BT is stopped by the decorator (=Not by the service) = AI Enemy stop focusing on player

The case when AI Enemy does not stop focusing on player even if it is dead
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