Hi and thanks for looking. Couldn’t find this particular problem anywhere yet. I’m doing the Behavior Tree AI tutorial and I can’t find what I’m doing wrong. The AI_Character never chases me or moves at all. All I can see during debug play is that the last Branch in the BP is giving simultaneous results, unless I walk very far away and then it is true only. I’ve scoured the tutorial and compared my BP’s a dozen times, I can’t see what I’m doing differently (but obviously something). I’m doing a 3rd person instead of project overhead, but can’t see that being the issue. Thanks for looking!
The debugger Lines have a cooldown, otherwise it would be too fast to see. So it’s not really simultanous, but probably oscillates between both.
I can’t see any error in your screenshot, maybe it’s a condition in the behaviour tree or the decorator?
However, there actually is an error in the tutorial, but I’m not sure it’s causing the issue you have.
Do the following change to your RapidMoveTo Task:
The “Get controlled Pawn” should be plugged into the SET output (or a separate GET Ai Ref Con), NOT the Cast To
Thanks for looking . I tried to make the change you suggested, it didn’t solve. I noticed in debugging that the behavior tree never goes past the ROOT section, I don’t know if that means anything or not. I’m still working on it
Best to post a screenshot of your behaviour tree here too, I guess you got some configuration wrong (maybe the inversion of the closeEnough or so)
Here you go! It doesn’t seem to move from this on the Behavior Tree. About that AgroCheck giving simultaneous true/false responses, it switches to true only if I walk far away. Thanks for looking again, sorry for long delays in my response! Got little kids lol
One difference to the Behavior Tree in the docs I can see: the “abort both” on the Selector node is inverted, the “Blackboard” should have “abort both” and the “close enough” should not.
Also, the “inverted” flag on “Reached move goal” is missing.