
On Execute will call when this plan starts executing.The key functions you are looking for can be overridden in the Functions section of "My Blueprint". Open the new asset to observe an empty Blueprint. To create a new AI plan, just create a new Blueprint anywhere in the project and choose "AIPlan" as its parent. This is a more flexible approach than hierarchical task networks, although organization is less enforced. For example, if the AI agent needs to perform an action, the plan itself can decide what steps will be taken to achieve the goal. Plans can also encapsulate advanced behaviours required by planning AIs and keep them out of manager classes. So when a latent function finishes, you know for which agent. And it always only deals with one AI agent. Each plan can be encapsulated in a separate Blueprint asset, and AI agents can execute them when requested. Even if we find a way to do that, the Blueprint graphs become cluttered.ĪI plans are a better solution. However, if you have a Blueprint manager responsible for a group of AI agents, it becomes nearly impossible to keep track of when they finish latent actions. Calling latent nodes and binding to delegates can work when you are managing one AI agent. WhyĪI agents frequently have tasks that take time to execute.


The plugin is in beta and under development. It offers a new Blueprint asset type to encapsulate AI plans for planning AI agents and provides a way to run these plans from any Blueprint through a custom K2 node.Īn AI plan is a Blueprint where multiple AI actions are defined and eventually a Finish node is called. AI Plan System is a plugin for Unreal Engine 4.27.
