IT seems that the enemy detection is breaking on reading “enemy actor” key value from the blackboard. Do you set this BB key value somewhere?
As a side node, you can always put a break point on any blueprint node, and once the execution breaks on that node mouse over pins to read their current values.
I followed the same tutorial and had some issues myself. When I started, I had never seen, much less used, a behavior tree before. I did manage to get enough out of the tutorial that I was able to rework a good bit of it, and I got a working setup now. I can’t guarantee this will work for you, or that it’s even the right way, but it works… I made some screenshots, but I’m not sure how many I can attach to a post, so this may be multiple posts
hmmm… seems I can’t post pics at the moment I’ll keep trying… In the meantime, I created a zip of the screenshots and put them on my dropbox: BehaviorTreeService.zip