Hi,
I wanted to know the rationale behind Decorators not getting the update and Decorate function being called only after the child is executed.
This is quite limiting in comparison with the implementation of decorator in UE4.
I wanted to propose the following call flow. instead of decorators getting an update tick, the Decorate function is to be called after each child update tick so the decorator be able to stop or alter child execution status in each tick ( for example a timeout decorator could be very simply implemented with such functionality. the current decorator for timeout only takes effect after the child is executed so if the child's task is taking too long, like a moveTo or a follow task, it cannot be stopped )
I wanted to know the rationale behind Decorators not getting the update and Decorate function being called only after the child is executed.
This is quite limiting in comparison with the implementation of decorator in UE4.
I wanted to propose the following call flow. instead of decorators getting an update tick, the Decorate function is to be called after each child update tick so the decorator be able to stop or alter child execution status in each tick ( for example a timeout decorator could be very simply implemented with such functionality. the current decorator for timeout only takes effect after the child is executed so if the child's task is taking too long, like a moveTo or a follow task, it cannot be stopped )