Dealing with Big Behaviour Tree's; how to make them manageable...

dudleyhk

New member
My behaviour tree is going to quickly become a difficult mess to work with. I was wondering if any knew of good techniques for dealing with this situation. I'm thinking to either break up Behaviour Tree into smaller parts, or use a Unreal Blueprint commenting style if that's possible.

I'm currently using an External Tree which each Agent (loaded at run-time) references.


Cheers!
 
I'm thinking to either break up Behaviour Tree into smaller part
That is a good method to manage large behavior trees. You can then use the Behavior Tree Reference task to reference a subtree. Also if you hover over the task within the editor you can collapse the nodes which helps with organization.
 
Top