My behaviour tree is going to quickly become a difficult mess to work with. I was wondering if any knew of good techniques for dealing with this situation. I'm thinking to either break up Behaviour Tree into smaller parts, or use a Unreal Blueprint commenting style if that's possible.
I'm currently using an External Tree which each Agent (loaded at run-time) references.
Cheers!
I'm currently using an External Tree which each Agent (loaded at run-time) references.
Cheers!