Behavior Trees in combination with steering behaviors

Hello there,

first of all I want to say that I posted the same question in the unreal forums here
but didn’t get any answer.

My porblem is that I implemented steering behaviors like seek, flee, flocking and so on for my RTS game. I am currently using a simple FSM in the Tick function of each RTS Unit example: if IsTargetSet → seek().

Because of more flexibility and maintainabilityI want to swtch to Behavior Trees. Same procedure. Decorater with IsTargetSet should activate the Seek behavior task. But since I need to calculate the steering forces in every Tick and the BT Task is only called once or at each BT Tick the calculations would be wrong, wouldn’t they?

I maybe need some more in depth knowledge about the BT Tasks.

Thanks.

Here are some good places to learn more about Behavior Trees

https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/

https://www.youtube.com/results?search_query=ue4+behavior+tree