I’m trying to tell an enemy AI to chase the closest character (there are 4).
I have a service that selects the closest one and put its reference in the BB.
A Move To task that moves towards the actor with a decorator killing it if the target changes. The problem is that it skips a frame (which is an expected behaviour) and the animation is not fluid.
Now, the Move To explained in the behaviour tree quick start should work but i’d like to understand what allows a task to continue running and recreate something like that without a core function taking control of the flow.
As far as I understood a task gets called every tick (because services and decorators above are). If it can “continue” then only its direct parents are called.
Problem is Finish execute failure/success is for selectors and no finish execute blocks the BT execution