AI wont use behaviour tree

Hey all,
Me again, back with a quick question about behaviour trees. So I’m using an actor I’ve placed in the world, and their AI controller is definitely working, but for some reason the behaviour tree just won’t work :frowning: I’ve set it up to instantly destroy the player when it begins functioning but the player lives on and the actor doesn’t use the behaviour tree. I’m not sure were to go from here as I’ve spent all morning trying to fix this but it’s probably something simple that I just don’t know yet.
Any help is greatly appreciated, Thanks!

Update, the behaviour tree object that I have attached to my controller is returning false when i use the “is running” node, however immediately preceding that is a node that activates it. Why is this happening??? (auto activate is also on)

Second update, not sure what the issue was but I turned on AI logic when possessed and then messed with the order of my selectors and sequences and it works again. Thanks y’all!

The begin play in Ai controller runs faster. causing that it runs behavior tree before possessed a pawn.because it didn’t control a pawn so it failed to run behavior tree.

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ah theres the smart person answer for it. Thanks Baobao!!

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