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

  1. Download the current Ultimate Character Controller integration from Opsive Downloads.
  2. Import BehaviorDesignerUltimateCharacterController.unitypackage.
  3. 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

  1. Build the character as an Ultimate Character Controller AI Agent and verify its navigation and item without a tree.
  2. Run the integration Agent Setup so the character receives Behavior Tree and Behavior Tree Agent components.
  3. Use a decision branch to select a target, then set its aim target.
  4. Start the required Ultimate Character Controller Aim, Use, Reload, or movement ability through the integration task.
  5. On abort, stop any ability that should not remain active and clear the aim target.