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Question: Is there a non-remember Selector? #66
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Contraquestion: Why would you return RUNNING in the first place, if you don't want that task to go on (keep running)? Why not simply return SUCCESS in that case? |
https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/ArtificialIntelligence/BehaviorTrees/BehaviorTreeQuickStart/ Say in this structure, I want But I still want the AI to chase player immediately if |
Thanks for that very clear picture. I like. Currently, I would solve it, with just letting "Move To" put a target location into the blackboard (maybe calling it "Select Target Location") and return SUCCESS, so there can be node in the selector before that one that actually moves the actor as long as a target location is set. But that is just from the top of my head. I'll think about this further and do some reasearching, maybe you've got a point there. I am intrigued. |
This should be a good way too. Many thanks! I'll try. |
Hello, I think the current
Selector
will remember the last RUNNING node, and in next tick running directly start from it, ignoring any siblings in front of it, even the sibling at font will return SUCCESS now, right?Test codes:
Output:
I want to ask that, is there a non-remember
Selector
, which check all children from first until fail one every tick?Expected output:
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