Blackboard

This stores the memory for an individual agent or agents. This works hand in hand with the Behavior Tree. It allows easy and direct access to variables from any of your Task nodes. Imagine that your Behavior Tree is your EventGraph, and Blackboard is your variable that you use in EventGraph. With the Instance Synced function, you can replicate the variable to every instance of the Blackboard class within the world. Now, let's start creating our Blackboard:

  1. We need to create a new Blackboard (which is under AI assets when you right-click within Content Browser) and name it DogBrain. This will store our State as Enum DogState for the Behavior Tree branches, Mailman as ThirdPersonCharacter if we have one found, Foodbowl as itself if we have found, and lastly our latest search Locations as a vector for EQS. You may see the elements we created as follows:
    Blackboard
  2. Let's save this all. We have to create Behavior Tree now that we have the bare components that make up our Behavior Tree. Let's go over these quickly:
    • DogState: This will store our current state because this is a state-oriented tree
    • DogHouse: This will represent where our dog house is located for the dog to sleep
    • Foodbowl: Similar to DogHouse, this will be the location of the food bowl when the dog is hungry
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