I have a BT for a tower defense turret which checks if its current target is in range, if it doesn’t have a target it calls an EQS to find the closest enemy then i use a simple parallel node to rotate the turret to face the enemy for the main task and the background tree i call a C++ task to attack the enemy and then wait for attack interval. My issue is that when the enemy dies the simple parallel node doesn’t stop so it will go back to the main selector in order to find another enemy.
The rotate node is a built in blueprint node. I have the parallel set to delay so the rotate node should always run until the background tree (attack and wait ) finish which should happen when the currentTarget is set to null failing the blackboard based condition (i’m also returning EBTNodeResult::Failed in the tower attack task if currentTarget is null) in the sequence. At least thats what i’m trying to do