Hey!
In my Enemy Behavior Tree I change blackboard variable value “IsChasing” to true when see player. Next I run node “Move To” with decorator which check “IsChasing” is true (if not true then abort self).
I also set Enemy AIPerception component to sight with age 0,1 second.
I experience very strange behavior. When Enemy see Player and set “IsChasing” to true, then node “Move To” is abort 1-3 times and loop complete behavior tree again until node “Move To” suddenly work.
What I checked Is:
- make brakepoint to “Move To” node which always show decorator is pass (true), but after resume play it abort
- Print String in blueprint where change “IsChasing” - and is changing once on the beginning.
Anyone meet this problem ?
Or maybe I can debug it better - how ?