Subtree Event Node Usage BehaviorDesignerPro

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
 

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This is intentional for now. It's on my list to expand upon in allowing the subtree to consume other event tasks but I haven't figured out a good way yet. For now your best solution is to include any other event tasks at the root tree.
 
Awesome. Maybe a small hint within the documentation will be good to mark that as intentional so others can plan around this one. :)
 
But how should one respond to interrupts in the subtree?
In my example, i have a subtree Carrying. But when something from Outside happens another Subtree ist used and the Carrying subtree is interrupted. Now i want to drop the carried Item. But it dont alows me to react to this interrupt?
Screenshot 2025-12-16 131146.png
 
Right now only the Start node branches are injected from a subtree. I will be adding support for other event nodes in version 2.2. For now you'll need to place any other event nodes in the base tree, or handle the cleanup some other way.
 
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