Trouble with Behavior Tree Decorators
Hi, I've been working on some basic Behavior Tree stuff in the first person template. Basically, I'm just getting two vectors as blackboard and comparing them using Compare BB Entries decorator. If they're equal, it's supposed to print a string. However in my case, the behavior tree passes through the condition even though the vectors are never equal.
I've encountered the same issue while working with the 'Does Path Exist' decorator even though my two blackboard vectors were clearly blocked by static meshes. I've checked the nav mesh collision in editor to see that nav mesh is cut out by the blocking meshes. However the behavior tree always passes through it even though both the blackboard vector values were correct.
I'm not sure if there is anything wrong with my workflow. So I've shared the code along with some screenshots below.
Edit: Anyone else experiencing anything similar with Behavior Trees or know a solution for this? I'm kind of stuck with this on my project at the moment. So any help would be really nice.
I've had similar problem and solved it placing another selector before selector with decorator. With your example it should look something like this:
Hope this helps.
answered Nov 13 '15 at 08:30 AM
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