Just tried on a new project, same issue.
Here the reproduce steps:
- News thirdPerson project
- Create Blackboard: BB_AITEST with a key type object: TargetToFollow
- Create Behavior Tree: BT_AITEST and
set BB_AITEST as blackboard - Create Ai controller:
TPC_AIController, add a run behavior
tree node set with BT_AITEST after
Event beginplay - Duplicate the third person character
and remove all code in eventgraph
blueprint: TPCAI, set
TPC_AIController as AI Controller
Class in properties. - Create BTS_GetTargetToFollow and
BTD_IsNearToPlayer (see attached
picture) - Add behaviors tree nodes as show in
the attached pictures,
BTD_IsNearToPlayer should be set on
abort self. - Place an AI character in the map and
a nav bound volume. - Run the game, if you go away from
the AI, you’ll notice it the AI will
wait until the end of wait time
before moving toward the player:
abort self not working. - If you change the abort to self
directly in the BTD_IsNearToPlayer
blueprint properties, it works and
the AI follow you as soon as you go
too far away.