Behavior Tree Decorators Are Broken...

Hi Everyone!

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?

Behavior tree:

Making a custom decorator seems to work

HungerCheck.uasset (26.3 KB)

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)

Try setting “on value changed” and experimenting with you tree structure. You have no split on your decorator / selector for the path to fail to.

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Hi!

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…

decorator:

tree:

When you select you node selector with the Hunger < 0.8 does the tree branch and all below turn teal (greenish blueish) like on my screenshot?

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… ://)