Hi. I’m having trouble getting behavior trees to stop when the enemy is dead. I have a blueprint that calls “Stop Logic” and “Set State AS Dead” nodes when the enemy dies. I know the nodes are being executed because the print node on the false pin of Is Not Valid is not firing. When I check their behavior trees they still performing tasks. I also know the death event is firing because the enemy ragdolls after the event begins. Any insight would be appreciated.
Hey @Nitrox32!
Have you tried running “Destroy Component” using the Behavior Tree as the input? If you don’t need to restart the logic that will for sure end it!
Hope this helps!
For my current project that would work, but I’d like to know how to do it without destroying the component for any future project where I might want to restart the behavior tree.
