August 2019
Intermediate to advanced
380 pages
9h 17m
English
Once you've opened EnemyBehavior, click on the Blackboard tab. We need to create a key that will store the location of the next destination that the enemy should wander to. Unlike the PatrolPoint key, our destination won't be represented by an in-game Actor, but rather, by vector coordinates. Now, create a new key in the Blackboard panel and call this key WanderPoint. Change Key Type to Vector. Next, click on the Behavior Tree tab to return to the Behavior Tree.
In the Behavior Tree, we can remove two of the sequences we have already established to handle moving between patrol points and idling. Select the Move to Patrol and Idle sequence nodes, along with their attached task nodes, and delete ...
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