Hello everybody,
I have a fairly simple behavior where I set a target in the AI controller when the NPC sees the player and then clears the value with the “Clear Value” node when the player is no longer in the field of view.
In the Behavior Tree I then have a Blackboard Based Condition to see if the target is set, to switch between the different actions.
However, the Clear Value Note in the AI Controller sets the value to “None” instead of clearing it so the Behavior Tree still says the Blackboard value is set.
My work around now is to trigger a Task in the behavior tree with the “Clear Blackboard Value” node which actually clears the value.
So my question is if this is a bug or if the Clear Value Node is expected to be used differently than I am using it.
I am on Unreal Version 5.4.4