Using our new AIController class

Ever notice how one player can be any character they desire? This is the hierarchy that creates the pawn and the controller. The controller is what the player inherits after waiting for some time in the game lobby. It is used to manage the input and connection from the player. This class comes with additional functions to help navigate the bot and the ability to assign a Behavior Tree to the controller. In this demonstration, we will cover some of the basics of the AIController class.

Assigning the AIController class

So, now that we have what we need to create an AI, we will assign the MyController class to the MyCharacter base. To do so, go to the Defaults section within the MyCharacter blueprint. Search for AIController ...

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