How can what’s in the picture happen? If the highlighted branch is active shouldn’t it kill the behaviour of the other nodes?
Task was not initialized correctly when behavior tree nodes were created. It displays execution index 0 (top right corner of node) and debugger highlights active nodes using those indices. Please remove offending node from tree and add it again, it should solve issue.
How was this task node created? Maybe it’s some bug with copy paste operation?
It’s been in there for a while and working correctly. It was so long ago I don’t remember how I made it. thanks for the fix though!
hello Lukasz, I wonder if you could help me. this is happening with almost all my nodes now and nothing seems to fix it. I have asked new questions about it but no one has replied. is it possible that behaviour trees are broken in my entire project? do you know how I’d fix this?
Hm, I don’t think you somehow broke all behavior trees in project. Can you try to reconnect links between nodes (alt + left mouse button to break)? It should recreate internal tree data after every link change, so hopefully it will fix those uninitialized nodes.
I just tried and it’s still broken. I also tried recreating the tree entirely, and making a new behaviour tree file and replacing the references.
Out of interest (this may help me diagnose the problem) is the node numbering supposed to change at runtime? I know in the picture it’s wrong, but when it is working, does the numbering change at all?
Thank you so much for the help by the way, it’s really really appreciated. 2 days away from finishing my project and I encounter this!
Just tried un-installing and re-installing the engine. It does seem like all trees in this project are broken.
Oh one other important thing - I’m PRETTY sure this doesn’t stop anything from working. the AI seems to be acting properly. It’s just impossible to debug anything now.
Numbers are supposed to change when game is running - they are showing execution index (depth first ordering) to help identify node with data in recorded logs.
Looking at attach screen I can only tell that it’s weird, some of numbers are missing, but execution indices of their neighbors are correct (4,5,empty,7).
Is it related to specific blueprints - all instances of that tasks/decorators are broken even in newly created trees? Is there any way of reproducing this issue? If not, can you upload broken tree asset with task blueprints and send me an email with link?
I can upload it of course, thank you so much, how do I find out your email address?
ok, it’s sent.
Everything works as supposed in those assets for me, both 4.6 release and latest code. I can’t get it to repro. Only thing I can suggest is trying 4.7 preview build, maybe it will solve it.
I’m getting the 4.7 build now. this really worries me though, I get this problem on two computers… what could this be? It’s scary that you can’t reproduce it, means it’s nothing to do with the project. Hmm…
I’m using windows 7 on both machines if that makes any difference? what OS are you using?
Updating to 4.7 fixed the issue! thank god! hopefully it’s something that’s just fixed in 4.7. Thank you so much for all your help Lukasz. It’s really amazing how you guys are supporting the community.
Updating to 4.7 fixed this. Beyond this I have no idea why this was happening. Thank you to Lukasz Furman for all the help diagnosing this, really so kind!
This is happening again. I am terrified and more than a little stressed. Is anyone else reporting this?