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AI Behavior Tree: Blackboard decorator failure not working

I appear to be seeing a blackboard decorator check ignoring a failure condition. Take a look at the image below. The decorator evaluates “state” as an Enum value. When I mouse over the decorator is clearly states a failure yet the sequence is allow to execute. Is this a bug?.. or am I not understanding how the logic should be working here?

(EDIT: Also, I wasn’t sure where to post this question… the Blueprint visual scripting seemed like the best option. Please tell me if I should post this question elsewhere.)

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I had a similar problem I ve reported a bug here [4.7.6] Bug with Behaviour Tree Decorator? - UE4 AnswerHub

Probably you can add a comment on that since Alexander was not able to reproduce the bug…

Thanks for the response KADDA.

This turned out to be my error… probably. I was resetting this enum value in a questionable way in one of the task nodes. It still interesting that the behavior tree reports this way but whatever. I’m just happy I found the problem.