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Behaviour Tree

Runs a behaviour tree on the entity, for AI decisions.

Each entity gets its own copy of the tree and its own blackboard. See Behaviour Trees for how to build one.

Scene file

Saved as a <BehaviourTree> element inside the entity's <Entity> element. Attributes that are left out keep their default. See Scene Files for how values like vectors, colours and file paths are written.

<BehaviourTree Filepath="AI/Enemy.behaviourtree"/>
Name Where Type Default
Filepath attribute: project-relative path path to a .behaviourtree none

Lua scripting

Functions

  • GetBlackboard(): Get the blackboard shared by this entity's behaviour tree and its custom tasks, or nil if no tree is loaded