Stuck on root node when running behavior tree.
Here's a screenshot of what I mean:
The root node of the behavior tree is the only one running. Is there a specific reason for this? This same behavior tree sequence worked in 4.6, so I'm wondering if anything changed in 4.7 to have caused it...
Ran into this problem myself in version 4.16.1, I'm finally learning how to pop some AI into my concept project and opted to start with the basic tutorial. This was one of the few posts I found where someone ran into the same problem I did, though it seems like it was kind of left without any resolutions. Here's what I figured out for my situation:
Using the Visual Logger, breakpoints, and also just setting variables to output their values to the log during play helped me stumble through this one, so those are my recommendations for anyone who has different problems getting that tutorial up and running.
answered Jun 06 '17 at 06:25 PM
The only thing that crosses my mind is that all the tasks fail and BT is unable to "stay" in any task. I've also noticed that one of your "leaf" selectors doesn't have any child tasks - I wonder if that's messing up the BT code.. Regardless, could you record a vis log and send it our way (or investigate it on your own - who knows, you might find something interesting! :))
(to summon vislog UI just run console command
answered Mar 16 '15 at 02:42 PM
My problem was in the AgroCheck blueprint that i copied from the tutorial, the Get All Actors of Class node had no class set :p
Hope this helps someone!
answered May 16 '16 at 07:54 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here