Hello, I think i'm misunderstanding how UtilitySelector is supposed to be used in Behavior Designer Pro
In the video I have a simple setup with utility branches, returnSuccess, and wait nodes. When I increase one utility score, that branch takes over. When I lower it again, I expected the previous branch to be able to start again if it becomes the highest utility.
what I’m seeing is that after a branch gets interrupted, it can get marked failed and then seems unable to start again unless I keep scrubbing values around.
So my question is basically: is this expected UtilitySelector behavior, or am I structuring these branches incorrectly for reevaluation / interruption? I just need a way for the highest score to get re-evaluated, ty! (btw I tested this setup in the 'classic' old Behavior Designer and it works as I expected)
View attachment 2026-04-14 20-49-29.mp4
In the video I have a simple setup with utility branches, returnSuccess, and wait nodes. When I increase one utility score, that branch takes over. When I lower it again, I expected the previous branch to be able to start again if it becomes the highest utility.
what I’m seeing is that after a branch gets interrupted, it can get marked failed and then seems unable to start again unless I keep scrubbing values around.
So my question is basically: is this expected UtilitySelector behavior, or am I structuring these branches incorrectly for reevaluation / interruption? I just need a way for the highest score to get re-evaluated, ty! (btw I tested this setup in the 'classic' old Behavior Designer and it works as I expected)
View attachment 2026-04-14 20-49-29.mp4