I use an external behavior tree which contains a custom node which uses a list of Conditional nodes to which the node is linked (to do a filter on a list).
The conditional nodes are not actually part of the tree, I just want to use their OnUpdate functionality to do a check.
Unfortunately, during runtime once the OnUpdate is executed of one of these "linked-but-not-connected-nodes", there is no Owner (i.e. value returns "null") and therefore I cannot do checks against the variable dictionary within that node. (If I connect the node to the tree and disable it, the Owner member does return the correct GameObject). Not sure if this is a bug or by design, but I think a linked node should not necessarily be part of a tree to be used. (Using version 1.6.5 of Behavior Design and Unity 2019.2.4f1)
The conditional nodes are not actually part of the tree, I just want to use their OnUpdate functionality to do a check.
Unfortunately, during runtime once the OnUpdate is executed of one of these "linked-but-not-connected-nodes", there is no Owner (i.e. value returns "null") and therefore I cannot do checks against the variable dictionary within that node. (If I connect the node to the tree and disable it, the Owner member does return the correct GameObject). Not sure if this is a bug or by design, but I think a linked node should not necessarily be part of a tree to be used. (Using version 1.6.5 of Behavior Design and Unity 2019.2.4f1)