[Resolved] Conditional Aborts not working in Subtrees?

bsg_joel

New member
Hello,

I have the following Behavior Tree:

1753135825121.png

My NPCs idle, and then if they can see a target, they seek it (via a conditional abort), and if they are within range of that target, they attack it (via another conditional abort). This functions correctly!

As you can see in yellow, I'd like to be able to swap out the attack-within-range section so that the same main tree can accommodate different attack styles. I figure Subtrees is the intended way to do this, so I make the following changes:

1. I create a new Subtree called "AttackMelee" and insert the contents of the yellow box from the first picture.
1753135941901.png
2. I insert a Subtree node in the main tree, and then drag in a reference to the AttackMelee subtree
1753135934463.png

I've tried reverting and repeating the same steps 3 times now, but this no longer functions in-game. My character Seeks the target and remains on that node - it never appears to re-evaluate the WithinRange node in the AttackMelee subtree. When I view the tree at runtime, the 'expanded' version (i.e. after it loads the subtree) looks identical to the original, functioning tree, conditional abort included.

Are Conditional Aborts supported in/from Subtrees?
 
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