I’m not sure this is exactly that. I’m going to try to be more precise.
I’ve followed the SO quick start and I’m basically doing it the same way here:
- A behavior tree triggers a task that search for compatible SO (here it depends on the AI needs) which returns a Claim Handle
- Then, the BT triggers a Task That use the Claim handle to trigger the node "Move to and use smart object with gameplay behavior
- This makes my AI use a gameplay behavior that contains a looped timer to gradually increase the sleep meter.
- Somtimes the BT cancel tasks so I need to manually cancel the “Move to and use…” node.
My problem is that it doesn’t stop the timer on the gameplay behavior and I can’t seem to get a reference to it from the “Async Task” variable. I though “Event On Finished” from the gameplay behabior would be triggered but it only does when The Gameplay behavior ends by itself.