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Notify Observer Missing on Decorators created in Blueprints

I'm having some trouble with decorators in Behavior Trees. When I create a new decorator using Blueprints, it's missing the "Notify Observer" option in Flow control.

For example the standard decorator "Blackboard" has these options, but the decorator I created doesn't appear to have them. alt text

The BTD_TestBool task nis pretty straightforward, but If I missed something that would have enabled those options please let me know. alt text

Functionally, I'm not able to interrupt a MoveTo node using my custom decorator, but I can with the Standard "Blackboard" decorator. Does anyone have a workaround for this?

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asked Oct 20 '14 at 06:27 PM in Blueprint Scripting

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swiftwords
21 2 3

avatar image Megamansalzar Mar 08 '16 at 02:11 AM

I know it has been quite a while, but did you ever discover what was causing this issue? I'm trying to interrupt a wait node however the "Notify Observer" option is missing.

avatar image abeccu Jun 24 '16 at 10:14 AM

This still seems to be impossible in 4.11.2. Anyone from Epic able to help out here?

avatar image Sn_a_ke Aug 30 '17 at 11:41 AM

same in 4.17.1

avatar image Divone Oct 20 '17 at 09:32 AM

Same issue here, any sign of an answer?

avatar image SKING14 Mar 26 '18 at 06:37 PM

I'm also stuck here on 4.18

avatar image GlassBeaver Mar 26 '18 at 07:04 PM

you might want to check my answer below if you're willing to employ a small amount of c++

avatar image SKING14 Mar 26 '18 at 07:34 PM

What is your parent class for the C++ class? Do you use BTDecorator or BTDecorator_Blackboard? Or something else? Thanks again.

avatar image GlassBeaver Mar 26 '18 at 08:12 PM

You can use either, depending on what you're after. BTDecorator_BlackboardBase just gives you a "default" blackboard key to edit. It's useful when your decorator will only have a single parameter.

avatar image SKING14 Mar 26 '18 at 08:36 PM

This still didn't give me the "Notify Observer" drop down. It just gave me the "Observer Reports" drop down, which was already there.

avatar image SKING14 Mar 26 '18 at 07:08 PM

Ohh okay yeah, that's no problem I just glanced over it. Didn't notice the last line. Thanks.

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1 answer: sort voted first

When creating your own decorators, you'll need to set 3 variables in the constructor in order to enable the "aborting" dropdown you're looking for. I've used the following constructor when I wanted to have a "Does Path Exist" decorator that would abort the underlying tree when it failed:

 UAI_DoesPathExistAborting::UAI_DoesPathExistAborting(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
 {
     bAllowAbortLowerPri = true;
     bAllowAbortNone = true;
     bAllowAbortChildNodes = true;
     FlowAbortMode = EBTFlowAbortMode::None;
 }

I don't believe that it's possible to do this via Blueprints, so you should have to use c++.

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answered Feb 14 '18 at 09:02 PM

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GlassBeaver
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