Behavior Tree bug with BTService

Hi everyone,

I think I’m running into a bug with Behavior Trees (I’m on Unreal Engine 5.1)

Video of the issue
Unreal Engine Behavior Tree Bug

  • I’m using a mix of Blueprint & C++. I have a BTService called “Check Current Health” that works correctly as expected in one scenario.

  • Placing the BTService “CheckCurrentHealth” right above the Blackboard Based Condition, that checks a boolean called “LowOnHealth” prevents the BTService from running.

When I ran into this issue, I started to split my Behavior Tree into smaller parts, what you see right now. Because I wanted to narrow down the issue that was preventing my BTService from running.

I don’t see anything in particular with the Sequence nodes that could prevent the BTService from running.

In one test, I temporarily removed the Blackboard Based Condition, which got the BTService to run again.


I’m not blocked by this as I can re-organize my Behavior Tree to get around this.

But it feels like a bug with BTs.

Does anyone have any suggestions or tips on why this might be happening though?

1 Like

Hi, I have the same issue in version 4.27. I also move the service up one level in the hierarchy to make it work.
Have you found an explanation for why this happens?