I see, thank you for the quick response! My goal is to grab a list of Enemies nearby and push the list through various checks and finally keep the best option and store it in a variable.
My approach was to let one node have a list of other conditionals and iterate through them, so that I don't...
I use an external behavior tree which contains a custom node which uses a list of Conditional nodes to which the node is linked (to do a filter on a list).
The conditional nodes are not actually part of the tree, I just want to use their OnUpdate functionality to do a check.
Unfortunately...