Hi, I’m trying to create a system of behavior trees, whereby each subclass of a character utilizes the same root tree, but swaps out subtrees to change how the execute specific tasks (e.g. unique combat behaviors, but otherwise the same behavioral logic). After some testing, it seems as though dynamic subtrees will only run if the subtree provided has either the same blackboard as the root tree, or no blackboard at all.
I have two issues with this. One, it seems to be a silent, undocumented error that the engine should flag. Two, it would be nice if the subtrees could use a blackboard that inherits from the root tree’s blackboard. That way all of the information from the parent would still be available, but new fields could be referenced as well that are specific to that subtree.