Hi,
my 2 cents here:
- While it’s not related directly to your question, I wonder if you can, somehow, bind your event once and for all in Begin Play Event in place of making 2 successive cast and the binding in each receive tick.
- Regarding the switch and the info you’re providing, I suppose that you enum setup start with the search entry. Tell me if I’m wrong, your blueprint says: If search then your state is 0 (what is 0? search?) otherwise if attacks then state is 1 (what is 1? attack?).
- If your enum declaration starts with search then probably 0 is search right? If this is the case then you’re always in a searching state.
- Is your behavior tree updating the state as well when needed?