UCC - UIS - BT Equip Task issue

I exported the tree to a prefab but not sure how that helps me? For the equip task inspector to work the tree needs to be built without using a reference to a stored tree OR I have drag in something into the Target box.

Actually, I can make the Target Game Object based on a variable and populate that from script when spawning an enemy, that seems to allow me to set a Category but not sure if all this will work at runtime.
 
Since it's just storing the ID it will work at runtime. The inspector may not show the correct value when you export back to an external tree but that's ok.

Assigning the ID through script is the right approach and you then won't run into the MaxInt limitation. For the next release I could create a task which takes the Category Scriptable Object and converts that to a SharedUInt.
 
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