Observer aborts not aborting in behavior tree

Hi,

After switching from v4.10 to 4.12 I noticed the behaviors tree not working as usual: observer aborts in decorator is indeed not aborting anything.

As find in this topic, the abort function still works if it’s set in the decorator blueprint, but do nothing if set in the behavior tree: https://answers.unrealengine.com/questions/434212/behavior-tree-decorator-node-property-is-not-worki.html

Does anybody have the same issue?

Just tried on a new project, same issue.

Here the reproduce steps:

  1. News thirdPerson project
  2. Create Blackboard: BB_AITEST with a key type object: TargetToFollow
  3. Create Behavior Tree: BT_AITEST and
    set BB_AITEST as blackboard
  4. Create Ai controller:
    TPC_AIController, add a run behavior
    tree node set with BT_AITEST after
    Event beginplay
  5. Duplicate the third person character
    and remove all code in eventgraph
    blueprint: TPCAI, set
    TPC_AIController as AI Controller
    Class in properties.
  6. Create BTS_GetTargetToFollow and
    BTD_IsNearToPlayer (see attached
    picture)
  7. Add behaviors tree nodes as show in
    the attached pictures,
    BTD_IsNearToPlayer should be set on
    abort self.
  8. Place an AI character in the map and
    a nav bound volume.
  9. Run the game, if you go away from
    the AI, you’ll notice it the AI will
    wait until the end of wait time
    before moving toward the player:
    abort self not working.
  10. If you change the abort to self
    directly in the BTD_IsNearToPlayer
    blueprint properties, it works and
    the AI follow you as soon as you go
    too far away.

Hello,

I have been able to reproduce your issue, and have entered a bug report, UE-32077. Thank you for your report, and for providing repro steps.

Have a great day

As far as I can say it’s fixed with last update: 4.123.