RedhookDana
New member
Hi,
I am using Behavior Designer in a turn-based manner. I had assumed initially that ticking the tree would essentially cause it to re-evaluate but it looks like that any success/failures from the node evaluations persist per tick. So I tried using BehaviorTree.Start() instead and that seems to cause the tree to properly 'restart' which I guess sounds more intuitive than I expected.
What's going on here?
I am using Behavior Designer in a turn-based manner. I had assumed initially that ticking the tree would essentially cause it to re-evaluate but it looks like that any success/failures from the node evaluations persist per tick. So I tried using BehaviorTree.Start() instead and that seems to cause the tree to properly 'restart' which I guess sounds more intuitive than I expected.
What's going on here?