So I am having this issue for a while, I was walking around it before but I am interested in why it still is in ue5. So when I am telling the engine to only run the node when the blackboard key value is less than 0.8, it also runs it when the value is equal to 0.8(I have abort turned on self). I actually had the same issue with the “<=” node in the blueprint, when one value was equal to the other one, it was returned false… So am I stupid there is actually a bug?
Also I think you setup your tree wrong. The default blackboard condition works as intended at lower than 0.8 (so in my case it triggers at 0.7 due to 0.1 increments)
Thanks for your response, and sorry for my late response.
I tried making a custom decorator, but they don’t work either, and yes, a decorator works when the value is less than 0.8, but not with exactly 0.8, that’s what I was talking about…
I just noticed that I have Value and BB_Key in reverse and it works when I switched… thanks for help!
EDIT: but the bad thing is that either I have to make custom decorators for all simple things like this, or just do less than 0.799999 instead of 0.8 everywhere
EDIT2: just realised that I didn’t have them in reverse, and they don’t work… no idea how to fix it(other than doing 0.799999 instead of 0.8, I think this bug needs to be fixed… ://)