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