Sub Behavior tree immediately failing when called. When using other behavior tree with no Blackboard data works fine. Advice?


Hello ckitchen, welcome to the Unreal community and thank you for posting this question.

Here is a neat thread where the members go over how they would implement a sub behavior tree. user Ogromord talks on how they would use blackboard keys for things one would expect in the in-engine tasks/decorators.

If you would like, here is a brief C++ video on nested behavior trees.

I hope this all helps.

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Your BehaviorTrees have two different Blackboards as their roots – those two blackboards do need to be compatible with each other. Not sure if that’s the problem or not.

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