There is no support for saving the exact state of the behaviour tree, as this would require a lot of data to be obtained in order to restore it back exactly as it was. It is something I have looked at implementing over and over, but it always comes to the conclusion that it is very complex and in most cases not really required because either:
A) Saving games is usually done at specific “checkpoints” (exactly for the purposes of avoiding complex saving systems), rather than at any time.
B) Depending on how the behaviour tree is designed, it may be able to restore its state, based purely only on the conditions it uses/checks. This of course does not take into account running actions or sequences.
So, unfortunately saving the exact state of a behaviour tree is not supported, at least right now.
Let me know what you think.
Thanks 🙂
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