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Behavior Tree Overview

  • Behavior Tree graph of nodes; Blackboard asset stores Blackboard Keys the tree uses for decisions.
  • Execute left-to-right, top-to-bottom. Decorators (Conditionals) attached to Composite nodes; Tasks are actions (leaves).
  • Pawn + AI Controller; controller runs Behavior Tree on possess. NavMeshBoundsVolume needed for navigation.
  • Event-driven: passively listen for events rather than checking every frame; event updates Blackboard key → lower-priority task aborted for higher-priority branch. Better performance and debugging (history shows only relevant changes).
  • Conditionals are Decorators not leaf Tasks: readability; all leaves are actions; decorators can act as observers.
  • No full parallel: Simple Parallel (main single Task + background subtree: "While doing A, do B"), Services (attached to Composite; callbacks every specified seconds; active while execution in subtree), Observer Aborts on Decorators (abort Self etc.).

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