How can the Behavior Tree have a world location?

Unexplained in this lecture is the behavior of the ‘is at location’ decorator. He doesnt explain how this works only what to click on. Previously we would have to fetch the location of the controller’s pawn to compare a location, but this conditional node thing seems to work as though the blackboard is an actor in the world with a location?

When hovering over this decorator node there is a description that says, “A decorator node that checks if AI controlled pawn is at a given location”. So i guess the condition node actually works as though it is its own behavior task that gets the controller then gets the controller’s pawn then gets the controlled pawn’s world location then compares it to the blackboard key?

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