AI Behavior Tree node "Move To" with decorator problem

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 ?