I can’t seem to use simple parallel without it crashing my machine. I’ve tried a few different behavior tree setups but any using a simple parallel node crash not only the game instance but the editor as well. I’ll be honest, I’m new to behavior trees so it’s possible I’m just misunderstanding something but whenever the tree hits a simple parallel during execution everything breaks. I’ve included an image of one of the offending trees. I originally had the parallel one node up but that broke as well. Any advice would be appreciated.
This is a case very similar to this thread. Let me know if it doesn’t solve your issue.
Cheers,
–mieszko
It seems like the solution in that thread was just to not use a simple parallel node. That does not solve my problem here.
The issue both you and the other users suffer from is that in some circumstances the “background” branch of the parallel node has nothing to run. This has already been fixed in master branch, but until you get binary with that change you need to modify the structure of that “background” part of your parallel.
But it looks pretty easy in your case. Just move the decorator guarding the selector down, to reside on the task itself, and then add a “fallback” task, like Wait
so that the parallel node has something to run when the first task is unavailable.
That Fixed it! Thank you!