Yeah I've created a new behavior tree component and then loaded the external tree, it got rid of the cached tree from a year ago but it's still giving the async error. The only thing I haven't done is completely rebuild the tree, but not sure if that's necessary. The main issue I was having...
So that cleared it out and stopped it from loading that old one but I'm still getting this error
The behavior "Behavior" on GameObject "DavyAimerIK (1)" contains a null task (referenced from parent task Sequence (index 0)). This behavior will be disabled. (at ?)...
Having a weird issue on some trees I just added to three different AI characters. They are copined from the orginal AI but have been saved to their own external behvaior tree. They work fine in editor without having async checked, but in the build it ends up crashing seemingly whenever they...
Anyone have a good method for holding the aim at target for a few seconds before firing the weapon? Not sure if I'm missing a setting in the aiming portion or if it's something I do via behavior designer tasks. I'm trying to get rid of the quick flick that happens whenever you use the use task...
http://www.dtdevtools.com/API/coregamekit/class_dark_tonic_1_1_core_game_kit_1_1_killable.html
Hi I seem to remember the previous version of the character controller integrating with the core game kit and was curious how to go about doing it with this version. There are two scenarios I'm...