is it possible that the Condition List is not doing a certain, useful optimization for “All True Required”? That is, stopping evaluation as soon as it hits a False.
Example: I have this constellation: http://i.imgur.com/xYEJR1W.jpg – and when the variable $TargetPlayer is null, it should just stop and return Fail. But instead it throws an error, as it still tries to evaluate the distance check with a GameObject that is now null.
Hey, that seems to work. Interesting enough, this was even my main problem – is it true that I can’t really check a GameObject for null via the CheckVariable<GameObject> condition? Somehow I never get False, because if I keep Value B as “None (GameObject)”, it’s not equal to null. Should I use something else to check for null – or just write my own node?
Please use the “Check Unity Object” for Unity objects. That’s because of the special null operator that Unity objects use and the reason why the generic CheckVariable won’t work in many cases.