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


