Ultimate Character Controller
Use this integration when a behavior tree should make AI decisions while Ultimate Character Controller owns locomotion, abilities, items, health, effects, and animation.
Install the integration
- Download the current Ultimate Character Controller integration from Opsive Downloads.
- Import
BehaviorDesignerUltimateCharacterController.unitypackage. - Confirm Start Stop Ability appears in the Task List.
What the integration adds
- Abilities and effects: Start Stop Ability, Is Ability Active, Start Stop Effect, Is Effect Active, Start Stop Interact.
- Items and aim: Set Aim Target, Start Stop Use, Reload, Start Equip Unequip, Start Item Set Ability, Get Item Identifier Amount.
- Health and state: Damage, Heal, Is Alive, Has Taken Damage, Get Attribute Value, Set State, Execute Event.
The bridge supplies Ultimate Character Controller commands and checks, not sensing or pathfinding decisions. Use a movement task or sensing package for those decisions, then let Ultimate Character Controller apply the final character motion.
Build a first workflow
- Build the character as an Ultimate Character Controller AI Agent and verify its navigation and item without a tree.
- Run the integration Agent Setup so the character receives Behavior Tree and Behavior Tree Agent components.
- Use a decision branch to select a target, then set its aim target.
- Start the required Ultimate Character Controller Aim, Use, Reload, or movement ability through the integration task.
- On abort, stop any ability that should not remain active and clear the aim target.