Behavior Tree stuck on Wait task

my behavoir tree always runs the wait task infinitely and i cant seem to find the reason why . i have checked other treads of this kind and they didi help. im not sure how to fix this issue, i am using UE 5.1


Yeah, I have the same issue with the same setup, it’s a shame. Unreal might “look” super fancy to use, but behind those beautiful tools, things aren’t working as expected. Don’t know how to debug that properly.
Sorry for the “troll”, but I’m a bit bored.

Apologies for necroposting, but I am experiencing the exact same issue. My version of the wait function (a copy with additional functionality) randomly freezes sometimes. Was a solution ever found?

Im actually not sure why it fails, the best guess is something with your conditions


When i make something to try and replicate what you guys have going on it just works, Try messing with the conditions of abort

Remember that a sequence only continues with its children until one of them fails, you could conceivably get around this by making your own timer to test with


make time instance editable and expose on spawn

Then you can choose to return success or failure and see if that allows it to progress to the next child

Also your checking if the Enum is not set, if you’ve set it anywhere, idle, melee, Ranged it will no longer read as Not set, so you’ll want to check if the value is = to ranged or melee

Try changing aborts to self, when it aborts both it likely restarts

This is the extent of what i went to with testing, it’s able to execute all of the nodes hope this helps you narrow down where yours goes wrong