Hello.
In UE 4.12, the decorator node property is not working.
I uploaded a sample project.[(download - 4.12.2 project)][3]
Hello.
In UE 4.12, the decorator node property is not working.
I uploaded a sample project.[(download - 4.12.2 project)][3]
Epic Games Korea gave an answer to my question.
void UBTNode::InitializeInSubtree(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, int32& NextInstancedIndex, EBTMemoryInit::Type InitType) const
{
if (bCreateNodeInstance)
{
// composite nodes can't be instanced!
check(IsA(UBTCompositeNode::StaticClass()) == false);
UBTNode* NodeInstance = OwnerComp.NodeInstances.IsValidIndex(NextInstancedIndex) ? OwnerComp.NodeInstances[NextInstancedIndex] : NULL;
if (NodeInstance == NULL)
{
// new - fix
NodeInstance = (UBTNode*)StaticDuplicateObject(this, &OwnerComp);
// old
// NodeInstance = NewObject<UBTNode>(&OwnerComp, GetClass(), NAME_None, RF_NoFlags, (UObject*)(this));
NodeInstance->InitializeNode(GetParentNode(), GetExecutionIndex(), GetMemoryOffset(), GetTreeDepth());
NodeInstance->bIsInstanced = true;
OwnerComp.NodeInstances.Add(NodeInstance);
}
....
}
And so what is the non-coder answer?
I have the same issue here, the “observer aborts” doesn’t abort anything except if it’s set in the decorator BP properties.
Is that a bug? Anyway to fix it or do we have to wait for an hotfix?