Hi. I got simple behavior tree that looks like one on the picture.
So here is how it works.
BTS_CheckIfPlayerCanSeeYou uses line trace from player’s pawn to enemy. If there is nothing in between it sets blackboard InPlayerSight to true.
BTS_PrintLogEveryTick prints hello to screen on ReceiveTickAI
Blackboard Based Condition aborts lower priority (60 seconds wait)
What I don’ understand is why on the left screen BTS_PrintLogEveryTick does not tick when the left wait node is running but it ticks on the right screen where sequence has been removed
Here are some lines from documentation:
Services attach to Composite or Task nodes and will execute at their defined frequency as long as their branch is being executed.
Selector Nodes execute their children from left to right. They stop executing when one of their children succeeds.
Why sequence is changing behaviour?Is it some kind of bug? or my understanding of some basic concepts is wrong?