NPC walk a certain path with interruptions

For those with the same question, the solution is as following;

  • Set up a behavior tree that makes your NPC follow a pre determined path
  • Add a decorator to the sequencer with logic to determine the variable you seek, mine was if the player is close enough the npc starts moving. you can also select “Observer Abort” to “self” which means that if you no longer meet the conditions, the branch is cut of and instantly stops executing.
1 Like