CherryBone
New member
I found that I can not edit Behavior Tree at runtime (Add/Delete Nodes), but sometimes I do not need the tree to be update because it may cause some unknown problems, but I think I can recreate a new Behavior Component when I change the Behavior Tree, but for some reason, the editor seems to be locked when the game is plaing? It comfused me for a while but I can not see the source code of the editor, so is there some way to satisfy the needs of reload when game is playing?
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Sorry I forgot to describe minutely, I want to achieve the following operation:
When the game is running
1. Add a sequence and a task for a monster, and then reconnect some node.
2. Delete node (though it could be replaced by "mute").
3. Modify default value of nodes (now it is already could be done).
4. All changes above could be saved to the bevaviorTree.asset as externalBehavior file
And the purpose of these operation are simple, I don't want to relaunch the game to make some change to behavior tree bacause relaunching gaming wasted too much time, and I just want to change the behaviorTree of an object even though I need to recreate a behavior component, and it would save a lot of time.
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Sorry I forgot to describe minutely, I want to achieve the following operation:
When the game is running
1. Add a sequence and a task for a monster, and then reconnect some node.
2. Delete node (though it could be replaced by "mute").
3. Modify default value of nodes (now it is already could be done).
4. All changes above could be saved to the bevaviorTree.asset as externalBehavior file
And the purpose of these operation are simple, I don't want to relaunch the game to make some change to behavior tree bacause relaunching gaming wasted too much time, and I just want to change the behaviorTree of an object even though I need to recreate a behavior component, and it would save a lot of time.
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