I absolutely agree with you! The best way to learn is to do something the "wrong" way and experience the limitations first hand instead of just using the "better" solution right away based on conclusions made by other people. That way you will really understand the differences between these different options and build a strong foundation. I see too many students getting stuck on behavior trees trying to implement a simple follow and attack, if they could have just done it raw in blueprints within minutes. No need to overcomplicate things as long as they work out just fine and we should only move on to more complex solutions as the need arises.
Niceness! I'm making a Turn-based RPG, so I'm using blueprints. It's really about how much the AI needs. >3 actions or simple actions, use blueprints, 3-7 is easy in states, everything else should probably be a tree. Like my base enemy class doesn't use a tree, but my boss child class will probably need a tree, because it needs to act with more strategy, and sometimes control the other enemy's. Might just add the tree to my base tho, who knows. Not hard to dump half a dozen events into a tree.
Hey, i’m stuck on this question since few weeks cause I’m afraid to take the wrong path and get stuck later, but you helped me take my decision, Blueprint it will be ahahah. Thanks for sharing about this
I heard that dynamic behavior tree and state tree is a prefect combination.However,i heard that if there is frequent switching in complex ai behaviors or in scenarios with a large number of AIs.Dynamic behavior tree execution can be very performance-intensive.Im not sure if I should use dynamic behavior trees.
I haven't had to use dynamic state trees yet, but if I were in your situation I would see how far I can get with Behavior Trees and adjust when needed. Sorry I wish I had a definite answer for you
@@blackshinobi956 Thanks for the response, that’s indeed a good approach. Currently, there isn’t much information available online about this, so I’ll just have to give it a try
Thanks for putting out these videos. I am an animator not a programmer. So I have had to rely on tutorials to get my animations in UE and test them in various actions. I am interested in getting an NPC to do certain behaviors in a level when I am moving the player character. I did a simple behavior tree to get the NPC to roam and then follow me when it detects me. However, I have read that behavior trees are not the true development way of doing this Ai behavior. I'm interested in knowing how to use state trees to do this instead. Do you have any suggestions for the best places to get a tutorial. No, I have not looked at all of yours yet. Any suggestion would be appreciated.
I absolutely agree with you!
The best way to learn is to do something the "wrong" way and experience the limitations first hand instead of just using the "better" solution right away based on conclusions made by other people.
That way you will really understand the differences between these different options and build a strong foundation.
I see too many students getting stuck on behavior trees trying to implement a simple follow and attack, if they could have just done it raw in blueprints within minutes.
No need to overcomplicate things as long as they work out just fine and we should only move on to more complex solutions as the need arises.
Niceness! I'm making a Turn-based RPG, so I'm using blueprints.
It's really about how much the AI needs. >3 actions or simple actions, use blueprints, 3-7 is easy in states, everything else should probably be a tree.
Like my base enemy class doesn't use a tree, but my boss child class will probably need a tree, because it needs to act with more strategy, and sometimes control the other enemy's. Might just add the tree to my base tho, who knows. Not hard to dump half a dozen events into a tree.
Hey, i’m stuck on this question since few weeks cause I’m afraid to take the wrong path and get stuck later, but you helped me take my decision, Blueprint it will be ahahah. Thanks for sharing about this
Glad it helped, keep it up!
I heard that dynamic behavior tree and state tree is a prefect combination.However,i heard that if
there is frequent switching in complex ai behaviors or in scenarios with a large number of AIs.Dynamic behavior tree execution can be very performance-intensive.Im not sure if I should use dynamic behavior trees.
I haven't had to use dynamic state trees yet, but if I were in your situation I would see how far I can get with Behavior Trees and adjust when needed. Sorry I wish I had a definite answer for you
@@blackshinobi956 Thanks for the response, that’s indeed a good approach. Currently, there isn’t much information available online about this, so I’ll just have to give it a try
Thanks for putting out these videos. I am an animator not a programmer. So I have had to rely on tutorials to get my animations in UE and test them in various actions. I am interested in getting an NPC to do certain behaviors in a level when I am moving the player character. I did a simple behavior tree to get the NPC to roam and then follow me when it detects me. However, I have read that behavior trees are not the true development way of doing this Ai behavior. I'm interested in knowing how to use state trees to do this instead. Do you have any suggestions for the best places to get a tutorial. No, I have not looked at all of yours yet. Any suggestion would be appreciated.
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Thanks for watching!