News Forums Sample Projects, How To’s, and Code Samples How to set active behaviour tree at runtime


This topic contains 1 reply, has 1 voice, and was last updated by  tapticc 3 months, 1 week ago.

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    Hi :)

    I have used the CustomMind script to set 2 behaviour trees. I can’t find where to switch between the 2 trees in response to some gameplay event.

    To set the scene, you walk to an NPC who is running the Idle behaviour tree, talk to the NPC and depending on the conversation I want to trigger the Walk behaviour tree to make the NPC move to a different location.

    What is the correct / preferred / possible way to make the player AI switch between 2 predefined behaviour trees using the CustomMind method please?





    Sorry wrong section please remove!

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