How to force success in custom Behavior Tree Decorators?

I’m working on some custom blueprint-based behavior tree tasks and decorators for my game. I wanted to know if it’s possible to force success in a custom decorator. Similar to the actual “force success” decorator, that unreal already provides.

So, what i want: if i have multiple tasks in a sequence, and my custom decorator is on the first task. When my custom decorator prevents execution of the first behavior tree task, i want the logic to keep going. Just skipping over the first task, and moving on to the second and third and so on.

is this possible via blueprints? Or at all?

You may put a Selector node above your decorated Task and put the Force Success Decorator on the Selector node :slight_smile: