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behavioural action

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The behavioural action node is the bridge between the logic tree and the physical game world. When the tree execution reaches this node, it triggers a standard ERGS action via the run pin.

When to use this node: * Interacting with Hardware: Firing a relay, starting a motor, or playing an audio file as part of a Behaviour Tree sequence. * Branch Results: You must manually define if the action was a "Success" or "Failure" using the result boolean input so the parent node (Selector/Sequence) knows how to proceed.

Technical Note: Ensure the result pin is set correctly; otherwise, the tree may "hang" or stop at this node indefinitely.

Connectors in

  • out [type: behaviour]
  • result [type: bool]

Connectors out

  • run [type: action]