Hello folks,
I’m working through a tutorial building an AI that uses cover and shoots at the player, and the whole thing hinges on using EQs. However, I’m finding that my AI Pawn’s behavior tree is getting hung up on EQs. The tree will go through each step until it hits the EQ, at which point it will go back to its root rather than progress. This will create a loop on the behavior tree of starting from whatever its first step is, then ending at the EQ.
I have two different behavior trees and this is occurring on both. When I use the debug UI I’ll see a message that seems to indicate a given EQ might be returning a different boolean value than expected. Also, this doesn’t always happen when I hit an EQ in my trees. The first query when the game begins running usually works, and usually if I move my player character around eventually the AI’s query will succeed and my AI pawn will move around and do its routines again.
I’ve tried a variety of things - I’ve changed query types (donut, circle, cone), I’ve checked the parameters of my traces (as the queries I’m doing all involve a trace). The tutorial I’m following is Ryan Laley’s Shooter AI tutorial on Youtube - I’ve gone through this set of videos a number of times just to see whether I’ve missed something.
Any tips on what to look at would be much appreciated. I’m at this point where I have a really cool AI that is rendered useless because the EQs are just not consistent.