I’m learning Smart Objects and right now I have a simple set up where on BeginPlay my NPCs scan for SOs and pick one at random to move to and use. The behavior tree runs one task to find the SO and get its claim handle, then the next task handles moving-to-and-using:
Everything has been working as intended/expected. My NPCs do move to the claimed SO, and run whatever Gameplay Behavior I’ve configured for it. And I am able to tell them to stop and exit the object and go find a new one, again without a hitch.
But, I noticed that this “Move to and Use Smart Object with Gameplay Behavior” node always returns “On Failed” even though my NPCs are, well, successfully moving-to-and-using my objects.
So while it’s not impacting anything in the immediate term, it’s still unexpected behavior that I worry could lead to problems down the line, but I can’t find anything in the docs about this node. I am wondering if anyone can point me in the right direction or has a deeper knowledge of the C++ side and what conditions should be triggering these outputs?
tldr why is this node only ever returning as “failed” when it seems to be succeeding?