AnimMontage doesn't play in custom behavior tree task
I have an attack task that has my AI move to the player's location and plays an AnimMontage for its melee attack. All my code works, but the animation doesn't play. I borrowed some of the code from the PlayAnimation task, which works too. I feel like it might be something I did, but I can't figure out what causing the bug. I'm using the launcher version of 4.7.2. Here's the source code of my class: http://pastebin.com/r28M0Upa
asked Mar 16 '15 at 10:25 PM in C++ Programming
The crucial bit you've missed from
This is required to have timers notify the right BT node - otherwise your node class instance is a "skeleton" that's being used for all AI using particular BT.
One thing I've noticed while looking through your code: your node will never do a move and play the animation in sequence and it wouldn't be easy to make it that way. I suggest you used the BT structure for this kind of sequencing - combined with decorator conditions it's perfect for the task!
answered Mar 17 '15 at 09:16 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here