Complex Parallel?

230829-complexparallel.jpg

After reading the documentation on why UE4 uses Simple Parallel’s I had some lingering questions and concerns. Right now, I have a behavior tree that works just fine (it takes a collection of NPCs and sorts them into a ranked hierarchy in which they are all participating combatants, and thus might be carrying out involved tasks and decisions, but who may be called on to give orders to others in the hierarchy, which would also require decisionmaking). It’s tempting to continue to build using a basic Simple Parallel node, but I was wondering what sorts of problems I might run into on the back end if it was more than a simple task on the main task. Conceptual example in the picture. Has anyone else tinkered with this? Is there a huge reason to avoid this approach that I’m missing?

The goal is for the left side to determine and signal with audio or animation an NPC command without interrupting whatever jobs might be running on the right hand side, with the conditions of either side open to change. For example, an NPC in the middle of a fight won’t drop what they are doing to give a hand signal unless the type of job they are executing on the right side is friendly to that (walking or standing idle, for example), all without interrupting the job flow (so say, continue walking and give hand signal, or shout it if in the midst of a fight).

After doing some tests, it seems like something is built in to automatically fail the main task if it is anything other than a task node (even if the sub-tree is just a composite and task; I used wait for my tests).