March 2019
Intermediate to advanced
708 pages
17h 9m
English
This recipe takes all of the materials we've covered so far and compiles them all together. The ExecuteTask method will be called as long as the BehaviorTree is inside this state. This function requires us to return an EBTNodeResult, which should return Succeeded, Failed, or InProgress to let the BehaviorTree know whether we can change states or not.
In our case, we first obtain the EnemyController and the Target objects so that we can figure out who we want to move and where we want to move to. As long as those properties are valid, we can call the MoveToActor function.
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