Reset behavior tree after reusing AI pawn/controller
My question is when you pool AI pawn and controller, in order to stop AI brain you just need to unpossess. However upon repossess, the controller and pawn might not be the same pair or at their original location. When I use the visual logger, it seems that it will continue from whatever previous state/nodes. So if you don't have a decorator to stop say a MoveTo, it will continue to do the MoveTo unless it would fail(not reachable).
Is there a function I can call in the AI controller to reset behavior tree before possess? (so upon running BT, it will start from root node again.)
asked Jan 12 '17 at 08:40 AM in Blueprint Scripting
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