Behavior Tree - BP Task return in progress

How do you set a BTTask Blueprint to return in progress instead of just fail or success?

Example, having a BT Task that calls a jump animation, and moves the character, returning success only after it’s landed?

Bump… I hear crickets on this one.

Hello ,

A task is considered as being “In progress” until a Success or Failure is returned. You can use a Simple Parallel composite to run another task along a task until the task is finished (ex. “Jumping” and “Search for Flying Enemies”).

I would consider approaching this through the Animation BluePrint as well, using state machines to let the AI know that the character has landed. So that landing is a “success”. This all depends on what you would like to accomplish. If you can go into more detail about what you would like to do, I am sure that we can get you on the right path.

I hope this helps!

Here is a Chase behavior.

Hey ,

Thank you for that image, but I don’t see where it is playing an animation like you described. It looks like it is telling the Cat to go to where the mouse is once it enters a certain area. The “Simple Move To” seems unnecessary because you could just make the next node in the BT a “MoveTo: Destination” to accomplish this.

Was this meant for the other post? Did you try using a Simple Parallel composite for the issue above?