People are comparing BTrees to UE's blueprints, so if you're confused on the difference, then here's a link to a forum answer: forums.unrealengine.com/t/what-are-the-benefits-of-using-behaviour-trees-vs-regular-blueprints/120688
Finally someone put this awesome plugin in to the spotlight. I've been using it for months and maybe years and it never got the recognition it really deserves. Thanks Paul1Rb.
I messed around with this plugin a couple of years ago. Got decent results but nowadays I just use my own implementation of a fsm. Depending on NPC complexity, you’d want to use behavior trees but for the most part a state machine will work just well enough.
After a few minutes of moving around, the movement without animation gets really stuttery. The rig will move towards its destination but make momentary stops before even reaching the target attachment. I have a feeling the usage of update might be causing a memory leak?
What about multitasking? For example i want the character to look at other players while walking while in the same behavior tree but i cant because either the walking wont work because of the loops in the looking task or the looking wont work because the npc is walking
@@Paul1Rb I mean comparing to roblox scripting which is kinda simple, it just looks way more complicated. maybe it's because I haven't really used trees or unreal. I'll might try it one day
People are comparing BTrees to UE's blueprints, so if you're confused on the difference, then here's a link to a forum answer:
forums.unrealengine.com/t/what-are-the-benefits-of-using-behaviour-trees-vs-regular-blueprints/120688
Finally someone put this awesome plugin in to the spotlight. I've been using it for months and maybe years and it never got the recognition it really deserves.
Thanks Paul1Rb.
Also, there's a V5.0 plugin if you don't already know this.
I messed around with this plugin a couple of years ago. Got decent results but nowadays I just use my own implementation of a fsm. Depending on NPC complexity, you’d want to use behavior trees but for the most part a state machine will work just well enough.
After a few minutes of moving around, the movement without animation gets really stuttery. The rig will move towards its destination but make momentary stops before even reaching the target attachment. I have a feeling the usage of update might be causing a memory leak?
my brain is too rotted for this
What about multitasking? For example i want the character to look at other players while walking while in the same behavior tree but i cant because either the walking wont work because of the loops in the looking task or the looking wont work because the npc is walking
This is kind of like designing a computer by logic gates instead of making it with complex circuits.
Wow, I'd love to see how you make a horror game lol
There's going to be an SCP: Descent devlog soon
@@Paul1Rb oki
Hello im new here can you make tutorials about pray paint that u can put id image in ? ❤❤
I created a plugin that makes the setup with just a Button.Click
Can I have the plugin please? It seems very useful!
can i use this do horror game?
If you're talking about a horror game ai, then yes
this seems alot more complicated compared to normal scripting. is it really worth it?
In my opinion, yes
Interesting
This is very UE. Although I know multiple engines use blueprints
I'd compare it to UE's behavior trees rather than blueprints
@@Paul1Rb I see.
this is very similar to how unreal engine works
Indeed, because UE also has* behavior trees
i think classic luau will be more easier and faster than these behavior trees
I don't understand why it looks overly complex
Does it? It looked simple for me even at the start
@@Paul1Rb I mean comparing to roblox scripting which is kinda simple, it just looks way more complicated. maybe it's because I haven't really used trees or unreal. I'll might try it one day
@@zrizzy6958 Ah, fair enough
@@Paul1Rb as a new scripter, yes it looks complex but I feel like it's easy to learn
Finally making bots will be easier
Yup, behavior trees are a blessing if it comes to making ai
Hmmmmmmmmmm🤔
Hmm
Isnt this just visual scripting but bad lmao
No, they're similar because they're both made on FSM's, but behavior trees are mostly focused on making AI.
@@Paul1RbIA ? you can make a video exemple where you make an ia with the treebehevario ?
Lmao, They are in no way comparable. Totally different meaning in use.
@@JustHoliab Yeah, I plan on doing an AI tutorial in the future
Behavior trees are different from visual scripting, if you want a good example of them, look at behavior trees in unreal engine