UE4 behavior tree study notes

AI follows the player

Make a player class on the blackboard

In the behavior tree, only write the tracking function

Set the value of the player class in AIController and set it to itself

Set the enemy to use the AIController 


For pawn, if you need to be able to use Move to like a character, you need to add a component:


Solve the problem that AI movement does not play movement animation:

Change the above to:


Service: It is used to modify the value continuously. It will execute the code content like TICK. It is usually used to update the state, such as the distance between the player and the AI, etc.

Decorator: used to perform an AI operation


EQS study:

Create EQS

Create a pawn for the EQS test

Use EQSTestingPawn to select the EQS content to be tested

Open EQS to select the type of position to use

As shown in the figure, the current effect is as follows:

Adjust the number of positions where the radius of the inner ring and the radius of the outer ring have been circled and how many circles

The effect is as follows:

Do the dot product limit:

Choose to filter only:

Limit the angle value:

The current effect is as follows:

 

The blue ones are the deleted positions

The above value is the value of the dot product, which means that if the dot product is less than -0.7, it will be deleted

In this way, you can move to the point generated by EQS 

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Origin blog.csdn.net/qqQQqsadfj/article/details/129521911