# Behavior tree task logic help

**URL:** <https://forums.unrealengine.com/t/behavior-tree-task-logic-help/20712>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [February 9, 2015, 11:55pm UTC](https://forums.unrealengine.com/t/behavior-tree-task-logic-help/20712 "2015-02-09T23:55:38Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Fen](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/fen/32/635651_2.png) [@Fen](https://forums.unrealengine.com/u/Fen)\
**Post date:** [February 10, 2015, 8:04am UTC](https://forums.unrealengine.com/t/behavior-tree-task-logic-help/20712/2 "2015-02-10T08:04:21Z")

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Hello,  
Here are two links to behavior tree,( in case of)  
[https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/](https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/)

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For your anim montage, as all anims, use bool conditions like in charachter (passing from character bp to anim bp.

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