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Interrupting MoveTo task Behaviour Tree

Hi! Right now the AI character is able to patrol along different waypoints. What I want is if it has path to a character then it should stop it's current movement and move to the other character's location.

Right now it only check when it arrives to the next waypoint, if it detects that a character is inside then it goes after him. How do I make the third node have more priority, basically always checking that enemy is available.

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Product Version: UE 4.18
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asked Feb 19 '18 at 02:19 AM in Blueprint Scripting

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Did you get this figured out?

I read another place where someone wrote the following:

Decorators check the validity in the beginning but it will get notified of the change and thus aborting if necessary.

Create a BlackBoard variable that tells your unit to execute the "run away from the giant" branch. This could be a boolean or maybe the object(Giant) to run away from. Then you can add a "Blackboard Based Condition" decorator on your Sequence, allow it down the branch only when the condition is met and let it abort on condition change.

You probably also need to create a Service to check if a giant exists nearby and alter the variable.

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answered Oct 16 '18 at 05:36 PM

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