AI Behavior Tree - Pasting caused Access violation - code c0000005 (first/second chance not available)

Hi Sean,

I copied and pasted within the same behavior tree, nothing was generated/obtained from an external source. It was a sequence for moving the AI which modified the move speed depending on distance and updated a waypoint vector within the blackboard while moving towards it. There is two functional versions of this sequence for my two primary NPC types which only differ by setting different speeds for different distances from the waypoint depending on the NPC type. I added a third NPC type and copied and pasted the terminal nodes that update the waypoint and move to it, setting the speed appropriately. These terminal nodes were linked to a sequence. I tried to link the sequence node to the third branch that my new NPC type should perform and the nodes would not link (simple parallel background task to the sequence node I pasted; that sequence node is connected to my other tasks which are functional in my other two enemy type branches). I was frustrated that what I pasted didn’t link so I decided a restart was in order. You know the rest of the story.

It may be difficult to reproduce as it might’ve been a rare clipboard blip in the memory which altered the hidden references and identifiers of the nodes from the end user. Upon pasting the corrupt subtree, the engine didn’t link the nodes visually due to incompatibility? But somewhere in the background, it may’ve linked partially?

Anywho, the tree seems to be running the background tasks of the pasted subtree, but the main task doesn’t run. The main task runs on the other two NPC types (attack the enemy that holds aggro priority) which may imply that the main task isn’t the problem.

Because I can’t open it up in the editor, there’s no real way to troubleshoot… Unless there’s some magic workaround that allows you to delete the nodes associated with the last enemy type altogether?

Thanks.