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How to allow Cycles and multiple Parents in custom AI-Nodes


I have created custom nodes that can be used in a behavioural tree; they inherit from UBTComposite_Selector. Coventional nodes do not allow two parent nodes, and they do not allow cycles, meaning a child connects back to a parent. For my own reasons, I must allow this though. The purpose of my custom nodes has nothing to do with AI - I am enabling level designers to implement my features by drawing a tree.

I though there might be some properties that I should set, or some function to override that will handle this for me. Any suggestions?

I know there is a property 'ParentNode' in BTNode indicating that one parent is intended but maybe it is possible in some hacky way? As I said, the AI features do no need to work, I just need to be able to read from the 'Children' property. As well, how do I add links in between nodes in the graph from code? How would does links be read when I analyse the tree?

Product Version: UE 4.11
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asked Jun 10 '16 at 11:11 AM in C++ Programming

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