behavioural action

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]