Help me understand this.
I’ve got this simple Behavior Tree set up. When I approach an NPC and press the interact button, it’s suppose to initiate a conversation (which it does). I want to, however, be able to ABORT the conversation at any time by placing a Decorator node at the very top of the tree that checks to see the value of an Int variable I’m setting.
What I do NOT understand here at all, is that EVEN when I change my condition to 0, the tree does NOT fail! I don’t get this!!! The way I’ve got this set up, if my INT variable is equal to 1 the conversation set up in the BT should continue (and it does). HOWEVER, once I press a key to toggle that Blackboard Based Condition (Int variable gets set to 0) it STILL continues! The tree does NOT abort!
WHY?!?! What am I NOT understanding here?!?!
BTW…am I the only one that finds scripting these kinds of encounters easier in an event graph than a BT? I find BT’s have WAY too many moving parts to be practical. I want to like them…I just can’t.