AI behavior tree stops running after changing controlled pawn
I have a problem and as always it seems to be like a bug, because it worked in 4.7 and is not working in 4.8.
I have a behavior tree, looks like this:
So it's always running the UpdateBuilding service once a second. The service looks like this:
So it prints out "TickUpdateBuilding" every tick. Really simple.
Now I do this:
I detach the pawn from the AIController, delete the pawn, spawn a new pawn and attach the new pawn to the old AIController. And now the behavior tree stops to run, or at least I stop seeing "TickUpdateBuilding" in the log. In 4.7 it worked without any problems.
If you have a workaround for this until it is fixed (I really hope for a 4.8 hotfix), please let me know. This changing of the pawn while the controller stays the same is the core element of my whole AI, at the moment it's doing nothing, so the whole game is not working.
asked Jun 13 '15 at 11:24 PM in Bug Reports
This is by design - when a pawn is unpossed its controller's logic get's cleared up. The fact that it was working pre 4.8 was an oversight.
There are two things you could do to address that:
answered Jun 15 '15 at 10:02 AM
I have the same problem,You can monitor the onPosess within the blueprint and reread the behaviortree, which I guess looks like this. So I'm trying!
answered Dec 12 '18 at 07:02 AM
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