Behaviour Tree Task isn't working in packaged build

So I was working on this simple AI that can move arround and do a couple more things, but since it was my first time using Behaviour Trees I filled it all up with nonsense code. It got messy and hard to debug so decided to build a new AI from scratch, although the first version worked “fine” (even in packaged builds).

I spent the next couple days making the new AI, and when it was ready I packaged the project to check if it was working correctly, but it wasn’t. The AI entity isn’t even walking, it just stays there in idle pose. Here’s the Behaviour Tree:

I’ve been debugging for a while now and aparently the problem seems to be in the Behaviour Tree. It just says “Active task: none”.

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I made an even simpler AI to try and figure out what is going on but a similar thing happens with this one. This other AI entity is suposed to wait for 2 seconds and then move to a random location close to it (the most basic behaviour I could think of). Much like the other one, it doesn’t even move. But at least this one is executing the Wait node.

Here’s photo of the Behaviour Tree and runtime debugging:

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Let me know if you need any additional info. I’d really like to solve this issue as soon as possible. Thank you all in advance!

PD: Both of this entities work perfectly fine in the editor, the problems I described occur in packaged builds (at least in DebugGame and Shipping builds)

I solved it!

Aparently the problem was pretty stupid. The tasks were inheriting from deprecated parents.

I changed their parents to BTTask_BlueprintBase and “de-deprecated” them. It now works perfectly fine!!

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