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