Skipping a sequenced node in Behaviour Tree?
I have a quick question about Behaviour Trees:
I have an enemy and in its BT there is a subtree for attacking the player. What I want the BT to do, is to
Sounds easy enough, however that "if" in 2) causes some problems. I set the tree up like this:
Now whenever that Blackboard Based Condition is checked and "RepositionRequired" is false (meaning, there is a viable attack selected), it aborts the sequence and thus the whole subtree, being eternally stuck in SelectAction
Is there any way to "skip" this sequence node on the condition that "RepositionRequired" is false? Alternatively, what are different ways to go at this problem?
asked Oct 02 '18 at 10:09 AM in Blueprint Scripting
Got it already: Just put a "Force Success" above the condition and the failing sequence state will be inversed into a success, essentially skipping the node if the condition fails.
answered Oct 02 '18 at 11:23 PM
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