I have a behavior tree for an enemy AI but it won’t loop over and over again.
the AI moves to the target and attacks it once but the sequence won’t loop again and the AI just stands there doing nothing.
from what I understand behavior trees are supposed to loop as long as there is a valid task so what is the problem?
Cheers.
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I trying to do the same thing with C++ and using the follow code in the Possess event in the aicontroller class but it does not work Neither. Note that I am explicitly selecting the Looped execution mode, but it executes just one time.
BehaviorComp->StartTree(*Vehiculo->VehiculoBehavior, EBTExecutionMode::Looped);
RunBehaviorTree(Vehiculo->VehiculoBehavior);