And Hello again)))
I’m encountering an issue with my Behavior Tree in Unreal Engine 5. Here’s the situation:
- AI Respawn Setup:
- The AI character is destroyed and respawned multiple times during gameplay.
- Upon respawn, the Behavior Tree is restarted for the new AI instance.
- Problem:
- After the second respawn, the Behavior Tree seems to “freeze” or get stuck on a particular task (e.g., Wait or Move To).
- While the AI character is still moving and interacting correctly in the game world (e.g., walking between points), the Behavior Tree debug view shows it’s stuck on a task that shouldn’t be running.
- Details:
- I use the
Stop Logicnode before destroying the AI character to stop the Behavior Tree. - On respawn, I restart the Behavior Tree with the
Run Behavior Tree. - Tasks like
Move ToandWaitsometimes don’t complete properly, and this seems to cause the tree to become unresponsive.
- Debugging Steps Tried:
- Clearing the
Blackboardvalues before restarting the Behavior Tree. - Using
Stop Logicto halt the tree before destroying the AI. - Ensuring the AI Controller and components are fully initialized before restarting the tree.
- Logging the status of tasks and
Blackboardvalues, but no clear reason for the issue is apparent.
- Additional Observations:
- The problem doesn’t occur after the first respawn but consistently happens on subsequent respawns.
- It seems related to tasks not properly aborting or finishing, especially
Move To.
Question:
What could cause a Behavior Tree to freeze or show incorrect task statuses after multiple respawns? How can I ensure that tasks like Move To and Wait correctly reset or abort when stopping and restarting the tree?