Week 7 - Injectable Behaviour Tree Architecture


Back to game AI, I implemented the injectable player bot behaviour tree architecture which I devised a few weeks prior. This went well as utilising Unreals dynamic sub-tree functionality allowed me to create a system where various behaviour trees could be swapped in and out at any time. This means when a haunt is selected mid-game - the AI can get its behaviour tree updated to react and behave accordingly. Another bonus is due to this system's modular nature - if multiple people are working on different bot behaviours, as long as they’re not on the same tree they won’t have conflicts.

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