Class that uses BehaviorTrees in the Gameplay Behavior system.

Usage notes

  • You can trigger these from another behavior tree, such as if you trigger a Smart Object using this. There is one large gotcha however: It will not return to the previous tree in the previous node state. Instead, it will restart the previous tree. (At least as of Unreal Engine 5.4.2)
  • This class supports running the BT either as single-run or looped, but in order to enable looped execution, you need to subclass UGameplayBehavior_BehaviorTree with a custom class first. This might be an oversight in the design.
    • When running in looped mode, to end the gameplay behavior you need to stop the behavior tree manually (f.ex. via a BT task or other means)
    • In single-run mode the behavior automatically ends when the Behavior Tree has ran through once