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TickTask doesn't work

Hello! I created new BehaviorTree task. In ExecuteTask Event I have:

   if (bSomeBool)
         {
             APawn* AIPawn = OwnerComp.GetAIOwner()->GetPawn();
             PlayerController->Possess(AIPawn);
         }

If bSomeBool == true then TickTask Event doesn't work at all. Any ideas?

Product Version: UE 4.9
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asked Oct 12 '15 at 06:29 PM in C++ Programming

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artemavrin
128 6 8 23

avatar image OrcParty Apr 28 '16 at 08:25 AM
 /** if set, task search will be discarded when this task is selected to execute but is already running */
 UPROPERTY(EditAnywhere, Category=Task)
 uint32 bIgnoreRestartSelf : 1;
 
 /** if set, TickTask will be called */
 uint32 bNotifyTick : 1;
 
 /** if set, OnTaskFinished will be called */
 uint32 bNotifyTaskFinished : 1;
avatar image Rockam Mar 30 '17 at 10:34 AM

setting bNotifyTick in the task constructor is not enough to make TickTask fire, I tried and still doesn't work

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I found the solution here: https://answers.unrealengine.com/questions/342144/custom-bt-tasks-not-ticking.html

Basically you mut override ExecuteTask too and make it return EBTNodeResult::InProgress;

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answered Mar 30 '17 at 11:01 AM

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Rockam
41 3 4

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