Event Receive Condition Check

I can’t seem to find this in any forum topics or other questions. I have some decorators on the AI tree that uses Event Receive Condition Check (This worked fine in 4.6.1) Upgraded to 4.7 p2 to get access to the Stop Logic function on the brain but now “Event Receive Condition Check” appears to be missing. Has this been deprecated, and if so how will we be using the decorators going forward. If this is a bug I understand just want to make sure that the functionality hasn’t been changed.

Nevermind I found it. There is a function pre-created now for condition check. Didn’t notice the new function to implement.

I see the pre-created function, but am having trouble actually calling it. Could you please tell me how you accessed the function post implementation?

UE 4.7 p3 is downloading at the moment, so once the download finishes, then I’ll post a screen grab on how I got it to work. Sorry was out of town when you posted this.

Ok so once you open the blueprint editor for 4.7 p2 you no longer get the event receive condition check in the context menu. To use it in 4.7 in your “variables / functions” panel you get 2 implementable functions for use now instead of the context menu. First right click on the Receive Condition Check and select Implement override (I think those were the words used) that will create a new tabbed window for receive condition check. The first image shows the functions on the left panel to right click on.

The second picture shows how I used the basic update route for my bots.

Looks like in 4.7 p3 our old functions are back. I did add an answer though for how to do it in 4.7p2

Thank you! I appreciate you coming back to respond.

More than welcome :slight_smile:

There is an override function in p8 called PerformConditionCheck implement that function, within the function you’ll need to set the ReturnNode’s bool value to true / false based on the condition. Your event graph is essentially empty on the decorator.

Attaching screenshot for p8 too for those that need it.

Hello,

I’m currently working with the 4.7 p8 version of the engine and trying to complete the [behavior tree quick start tutorial][1] and i’m afraid that the Receive Condition Check disappeared once again (Or at least i’m completely unable to find it). Creating a new decorator only give access to 2 overridable function: PerformConditionCheck and PerformConditionCheckAI:

I see the pre-created function, but am having trouble actually calling it. Could you please tell me how you accessed the function post implementation? Since i’m not calling the function theclose enough is not performed and i remain stuck in the left hand part of the behavior tree (constant RapidMoveTo):

Thanks for your time

Thank you for your graph. Turned out that several element were lacking from my graph (The AI_CON_Ref was not set) which prevented the computation of vector length. Your information helped me to focus the other bug left. In 4.7 p8 you can therefore use the following graph for the decorator for the behavior tree quick start guide (tested and approved!):

Related modifications for Newton’s AI node example [UPDATED 5/16] A.I. Templates - Bot, Car, & +Flying AI - Programming & Scripting - Unreal Engine Forums