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Behavior Tree Injection

I have a few questions on behavior tree injection:

  1. What's the difference between RunBehavior and RunBehaviorDynamic

  2. Once a sub-tree is injected and have return some result (fail, success or in progress), does it return to the parent tree?

  3. If it does return the parent tree, if I want to remove the injected branch after single execution, is that possible?

  4. If 3 isn't possible, what can I do to make it possible?

  5. Is it expensive to inject subtrees?


Product Version: UE 4.10
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asked Feb 18 '16 at 06:47 AM in C++ Programming

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