As part of my ongoing game dev learning journey, I’ve been diving into AI systems in Unreal Engine 5. I recently implemented a basic enemy behavior tree entirely in C++, without relying on Blueprints, to deepen my understanding of AI flow and control logic.
What I’ve implemented:
Selector-based decision-making
Player detection using custom sight checks (Blackboard + C++)
Chase behavior with dynamic movement and focus
Shooting loop with delays via task nodes
Investigation of the last known player location
Fallback to the start position when idle