Hello,
I have the following example tree as a test:
(this isn't my real tree of course)
In the area circled with 1, I log the value of a variable when it's empty. No problems so far. When it's empty, my log gets spammed full with empty strings.
In area 2, when the space key is down, I set the string variable to "Not Empty". The other area is just used for making the string empty again when I press a different button, but that's not important.
I expect that the log in part 1 will always log empty strings, because of the conditional abort. However, when I press Space, I see the log "Not Empty" appear. I've recorded a video that shows this: https://drive.google.com/file/d/1CfvLaeGlB72grhjjSrkMBQbOTwt2lEO0/view
What can I do to not have this "Not Empty" log appear when it already uses a conditional abort?
In my real game, part 2 stores a target player that's in range and sight once in a while. Part 1 then engages with this enemy (melee, shoot, throw grenade etc.). Because part 2 sometimes sets the target player to null when there's no target in range, I now have a null reference when using the target player in part 1. As a temporal solution, I have to null check everywhere in part 1 when I use the target player, but I rather have the conditional abort handle that.
I have the following example tree as a test:
(this isn't my real tree of course)
In the area circled with 1, I log the value of a variable when it's empty. No problems so far. When it's empty, my log gets spammed full with empty strings.
In area 2, when the space key is down, I set the string variable to "Not Empty". The other area is just used for making the string empty again when I press a different button, but that's not important.
I expect that the log in part 1 will always log empty strings, because of the conditional abort. However, when I press Space, I see the log "Not Empty" appear. I've recorded a video that shows this: https://drive.google.com/file/d/1CfvLaeGlB72grhjjSrkMBQbOTwt2lEO0/view
What can I do to not have this "Not Empty" log appear when it already uses a conditional abort?
In my real game, part 2 stores a target player that's in range and sight once in a while. Part 1 then engages with this enemy (melee, shoot, throw grenade etc.). Because part 2 sometimes sets the target player to null when there's no target in range, I now have a null reference when using the target player in part 1. As a temporal solution, I have to null check everywhere in part 1 when I use the target player, but I rather have the conditional abort handle that.