This is the 30th episode of Unreal Advanced Locomotion System based shooter series. Here, we are going to refactor and re-organize the AI system by introducing nested behavior trees. At the moment, we only have one big behavior tree which contains everything from fighting, searching to AI duties. Today, we are going to break down different sections into a separate behavior tree and include them as a run behavior tree node in the main behavior tree. So, the main behavior tree will look much simplified and easier to understand. Also, we would be able to re-use the same sub behavior trees in different places in the main behavior tree. For example, we need to search around location behavior in multiple scenarios when AI searches for an enemy in both last seen location and last heard location. We can use the same search around the location sub behavior tree for both cases. This would make the behavior tree more modular and easier to do modifications and improvements later on.
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project files
https://www.patreon.com/posts/63654325