wartoshika
Member
Hi,
I have searched within the documentation and within the forum but did not find anything related.
I am creating generic behavior using subtrees and referencing them in a dedicated behavior tree for individual NPCs. Some of these generic subtrees contains event nodes like "On Interrupt". The subtrees are references via "Subtree Reference". When running the game everything connected to the start node is correctly attached to the NPC behavior tree but none of the event nodes are included (at least I don't see them in the editor window after the tree was replaced at runtime).
Is this an intented behavior?
I am sure that the attached behavior can be modelled without the need of events but this question still interests me.
BehaviorDesignerPro 2.0.10p2
Unity 6.0.48f1
I have searched within the documentation and within the forum but did not find anything related.
I am creating generic behavior using subtrees and referencing them in a dedicated behavior tree for individual NPCs. Some of these generic subtrees contains event nodes like "On Interrupt". The subtrees are references via "Subtree Reference". When running the game everything connected to the start node is correctly attached to the NPC behavior tree but none of the event nodes are included (at least I don't see them in the editor window after the tree was replaced at runtime).
Is this an intented behavior?
I am sure that the attached behavior can be modelled without the need of events but this question still interests me.
BehaviorDesignerPro 2.0.10p2
Unity 6.0.48f1
