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Starting Behavior Trees from AI Controllers

Now that we have covered the basics of what Behavior Trees are and what they consist of, let's create our own. Recall from the previous chapter, the class in charge of possessing a Pawn and controlling it is the AI Controller. Thus, our Behavior Trees should run on AI Controllers.

We have two ways we can do this. The first one is by using Blueprints. Usually, even if you are a programmer, it is best to create a Behavior Tree using Blueprints, since the logic is really easy and the controller is simple. On the other hand, if you are a C++ fan and you want to use it as much as possible, even for small tasks, don't worry—I'll recreates the same logic we will do in Blueprint again, but this time in C++. In any case, Behavior Tree assets should be created and modified within the editor. What you will eventually program are different nodes than the ones that are available by default (we will see this later in this book), but the tree itself is always made in the editor.

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