See this thread. This problem has been already fixed and the fix will ship with 4.9.1.
Cheers,
–mieszko
See this thread. This problem has been already fixed and the fix will ship with 4.9.1.
Cheers,
–mieszko
Hi, I’m writing simple AI behavior where I have a monster that keeps on attacking until the object is dead.
When I was finished with the attack behavior and was ready to check the victory condition I noticed that the blackboard enum state was set to None. I’ve text printed the value with Get Blackboard value as Enum and it has the value 8 (Victory value) and then when I inspect it in the behavior tree it gets set to None right after the attack task finishes.
I basically have this problem https://answers.unrealengine.com/questions/295683/set-enum-value-in-service-of-behavior-tree-not-wor.html aswell and that persons solution was to downgrade to engine version 4.8 .
If I change the exec pins to ignore my attack code and try to set the state to dead I get the enum value
Monster AI State: MAX.
In the code snippet below that would be skip going to green comment box and just SetState: Dead
Here is my behavior tree
Here is the blueprint where I set the enum state to victory. SetState is a macro that just calls Set Blackboard Value as Enum. Further to the right of the blueprint of the green comment box where I also do a finish execute that returns success true so the sequence can continue.
Here is the attack cooldown blueprint