Npc damage feedback function
First add a montage notification
Open the previous behavior tree, add a new node, and follow the behavior set up
Add an attack node to the character , and if the generated trigger hits the player, a damage event is reported here
The TraceChannel here is a custom channel, which can be seen at the collision of characters, and it can be judged as successful if it is selected as blocking
Finally, here are the relevant settings of the behavior tree
Flow Control (Decoration Node in BlackBoard)
Re-interpreted, the original content was not clearly explained
In the decoration node of the BlackBoard, when the selected blackboard key value changes, the execution of the subtree
Self: is attacking, and the attack target is gone, immediately end
the lowerPriority, and when the attack target exists, immediately end the one on its right (lower priority) subtree)
is aimed at the right one. When this has a value, it will end immediately and switch to lower
Both: start two at the same time, the attack target is still there, and the right one will not be executed. If the attack target is gone, it
will end itself immediately ,
Rotation bug solved
After removing the yaw rotation, hang this one, the two conflicts will cover each other, just remove one.
EQS scene query system (preliminary study)
1>Edit, ProjectSetting, AllowControllerAsEQS (search for EQS, check this option)
Personal understanding is to put a monitoring thing in the world, monitor all the surrounding objects that you want to monitor, and query the information in real time, feed it back to the method called in the behavior tree, and then take corresponding actions according to the information.
EQSFindPlayer
EQS Settings in Behavior Trees
In AI debugging, if EQS is not found (in the set radius, not found), a blue ball will be generated