Switch behavior trees while active
I have my AI run one behavior tree by default and that behavior tree contains everything to act as a normal citizen. This behavior tree also checks to see at any time to see if the NPC has changed to a "Guard" or a "Infected State" and for each I want separate tree for Citizen/Guard/Infected State, each with their own individual blackboard. I try and run one of them from one behavior tree and if they have any blackboard set other than the one that the default tree has they wont execute.
asked Dec 30 '18 at 05:46 PM in Blueprint Scripting
You could try this:
answered Dec 30 '18 at 06:50 PM
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