Behavior Tree is firing down wrong branch

Hey everyone, I need some help here. This is stumping me and I can’t figure out why. I want my AI to enter before they continue on with their regular system, so I added this to the blueprint.

If you can’t read it, it goes root->selector->selector with blackboard decorator “is dead is not set”-> and then two options, the left with a blackboard decorator “is entering is set” and the right “is entering is not set”. I have this in the begin play of my ai controller:

But the behavior tree always fires down the right side despite the blackboard key being set to true. Any help would be appreciated.

Thank you!

Hi, can you show an image of your runtime variables of the behavior tree, especially “TargetLocation”?. So something like

Did you check if the value is actually set to true?

Maybe it gets reset somewhere or doesn’t get set in the first place?

293128-blackboard-runtime-values.jpg

I cant seem to figure out why IsEntering is set to false, the only time I reference it is in the AI controller to set it to true and the task that turns it off after the entering sequence is finished

I’ve been looking all over but the only time I reference is setting the value to true in the AI Controller and then setting it to false at the end of the sequence for the AI entering

Can you do a “print” at the beginning of “BTT_FindStartLocation” and see if it gets executed?

Well there has to be something off.

Either you’re not setting it on the correct Blackboard,
or it get’s reset somewhere somehow.