Behavior tree task not doing trace every execute

So I’m having a strange problem that I can’t seem to figure out involving this behavior tree task. Just to start off though I’m aware these are experimental so it could just be a bug. I’m posting this question to find out if I’m missing something or if it’s an issue with an experimental feature.

What’s happening here is I have a “Bird” AI with a behavior tree and the attached Blueprint image is a task for it to scan in a sphere for an object of type “WorldStatic” and of Blueprint class “Food_Class”. The TargetPoint variable is a Blackboard key which stores the vector for where the bird should move to after it executes its task. I know that the task is firing properly and consistently as the printed output shows up the way I would expect but always stays at 0 for all vector values. Even if I make absolutely sure the sphere collides with a “Food” blueprint object it doesn’t detect the hit. On top of that, the sphere trace doesn’t seem to be triggering on every execute of the task. If I leave the debug visualization turned on for the sphere trace it just shows one sphere and never generates any more traces as it moves around.

So in short:

  1. Task is executing but trace is only executing once
  2. Trace does not seem to actually detect a collision even though it really should.

I even double checked and the Food blueprint is set to the proper object type (WorldStatic).

Any advice would be great here. I’m sure I’m missing something. I wouldn’t be surprised though if it was a bug or a combination of screwing up and a bug though. It’s worth noting that if I watch the task blueprint while the simulation is running it does not trace the path of data as it normally would. I assume this is probably just a bug with blueprint tasks though as it’s clearly executing to some degree.

Please feel free to ask if you think seeing any other info would be helpful.

Thank you!

0 length trace isn’t good idea. You should use overlap or shift a little bit end trace location.