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Checking if ai is selected in behavior tree

Hey all! Basically, I've tried to make the behavior tree check if the ai is selected before doing any movement logic. I have a variable set in my ai controller, which changes to selected if the player clicks on the character. Now, I tried casting from my decorator to my ai controller and getting the variables value, and assigning that value to a blackboard key. I have the decorator in my sequence node, and its also checking that the blackboard key is set.The problem is that once the behavior tree is initialized, it seems like it ignored the decorator or can't get the value and simply loops the tree, even if I do deselect my unit. I sense that it can't get the selected value properly. Any help/suggestions?

No pics for now as I don't have access to my computer right now.

Product Version: UE 4.15
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asked Mar 04 '17 at 07:23 PM in Blueprint Scripting

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WEe172
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avatar image WEe172 Mar 05 '17 at 02:30 PM

Anyone have a clue?

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