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Mastering Game Development with Unreal Engine 4 - Second Edition by Matt Edmonds

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Adding C++ decision making to the behavior tree

The next process involves taking some of the logic and sensing out of blueprints and into C++. This can be valuable for a number of reasons. While the blackboard concept works just fine, it can be difficult to manage and even more difficult at times to debug than even typical blueprint debugging. If a variable is suddenly not what you expected it to be, there isn't always an obvious way to track down why. So, having as much logic as is reasonable and possible in C++ is always a help. In this instance, we're effectively removing the hearing detection and target setting from the preceding task into C++.

There are always advantages and disadvantages to this. For example, we won't really get new ...

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