What would cause Behavior tree no to execute?
So I am setting up some very simple enemy AI using Behavior tree. I have done some reading and followed a tutorial to get it set up, so that I can then experiment with/learn the system better. I have the Behavior tree and the Blackboard setup. I also have a blueprint setup to execute the BT task on event begin play, as well as a blueprint to set the player's position for use as a key.
When I look at the Behavior tree while I'm playing, I can see that the player position is being updated as I move the player. The enemy is supposed to then "move to" the player's location using this info ( a key called playerposition ). When I hit simulate the enemy does as I intended and moves to the player. However when I hit play and start the game nothing happens.
asked Aug 04 '14 at 07:34 PM in Blueprint Scripting
How are you spawning the Bot with the BehaviorTree on it in game?
If you use the node, it's called something like spawn from AI, or spawn class with AI. You can set the BehaviorTree in it and it will initialize it.
Otherwise you will need to activate the BehaviorTree yourself, easier just to use the node since it is working now.
answered Aug 04 '14 at 08:06 PM
I had a similar problem. I had to find the 'Pawn' tab in the details window for MyAICharacter actor in the World outliner and make sure "AI Controller Class" was set to MyAIController class. For some reason, despite being set correctly in the BP editor, when I place the actor its AI controller is reset to the default AIController class.
answered Oct 02 '16 at 10:49 AM
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