AI Behavior Manager
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The AI Behavior Manager (AC_AI_BehaviorManager) component is responsible for managing AI states (such as Idle, Patrolling, Random Roam, Investigating, Combat, etc.), ensuring smooth transitions between them. Additionally, the component allows for fine-tuning AI behavior through various configurable parameters.
It is added to the Soulslike Enemy (B_Soulslike_Enemy) class by default.
Behavior Tree Initialization
On Begin Play, the component checks if the AI has a valid Behavior Tree assigned.
If a Patrol Path is present, the AI starts in a Patrolling state immediately.
Otherwise, it defaults to the Idle state.
State Management
The component dynamically adjusts the AI's state based on environmental triggers (e.g., detecting the player, being attacked).
State changes are handled through the SetState method, ensuring smooth transitions between behaviors.
Fine-Tuning AI Behavior
The following parameters allow for custom AI tuning:
MaxChaseDistanceThreshold: Maximum distance AI will chase a target before stopping.
AttackDistanceThreshold: The distance at which AI will initiate an attack.
StrafeDistanceThreshold: Controls how far the AI must be from its target for strafing.
SpeedAdjustDistanceThreshold: Adjusts AI movement speed based on distance to the target.
MinimumStrafePointDistance: The minimum distance for strafing logic.
StrafeMethods: Defines how AI will strafe (e.g., directional preferences).
Event Based Blackboard Updates
The component is responsible for adjusting Blackboard values to ensure the AI’s Behavior Tree reacts correctly to its state.
Target & Patrol Tracking
The SetTarget() function updates AI’s current target (e.g., player or other AI).
The SetPatrolPath() function assigns a patrol route.