BTTask_FlyTo node accepts Actor targets #17
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This PR extends BTTask_FlyTo to accept Actors as well as Vectors in its target BlackBoard key. The system works by using the same UProperties that define if and how the task adapts to changes in Vector BlackBoard keys. On tick, if the target BlackBoard key is an Actor and has moved RecalculatePathTolerance from the current end of the path, BTTask_FlyTo calculates a new path to that actor's new location.
This ended up being useful in my game where AI creatures needed to follow the player around, as their b-trees didn't accommodate the multiple-node solution of the PursuitChaseBehavior example. I hope you find it useful as well!