Issues after Update to 1.5.8

NodeCanvas Forums Support Issues after Update to 1.5.8

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  • #9926

    I tried to update NodeCanvas today and ran into trouble. Suddenly, without any changes to a graph, NodeCanvas detects Infinite Loops. Everything works fine, as long as i have only one BT Owner in the scene. As soon as i add multiples, no good. Also strange things happen, like if one npc spots an enemy, all npcs start firing their weapon. It’s as if suddenly my blackboards are Global and variables shared. But they are not. Like I said, that behaviour worked fine with many agents in the scene before the update.
    Were there any big changes that might trip my code up like that? I have a setup with Graphs as prefabs and the NPCs using the graphs also as prefabs. The NPC prefabs themselves reference the graph prefabs. Seems a bit shaky, this setup.
    Maybe the update somehow messed that up.

    Also, a clearer Problem is the Call to Execute Action. I’m currently using some NodeCanvas Action outside of the NodeCanvas Context, simply adding the Action Tasks as Components to an Object and calling them as I need. The goal is the ability to reuse Code in Action Tasks. Until the Update i could simply call ExecuteAction(this, (i) => {}), with a dummy callback. The new Code wants a Blackboard Reference. I tried just passing a new Blackboard() which resulted in an exception.

    Any help would be appreciated… For the moment I had to rollback the version of NodeCanvas…

    #9927
    Gavalakis
    Keymaster

    Hello mirts,

    There is a nasty bug in 1.5.9w that prety much screwed things up.
    Please send me an email at info@nodecanvas.com and I will reply to you with the latest version 1.6.
    By the way in that version the callback parameter in the ExecuteAction has been removed due to the way action execute now, but I can as well re-add it for standalone, out of NC calls, if you made use of that.

    Thanks and best regards,
    Gavalakis Vaggelis

    Join us on Discord: https://discord.gg/97q2Rjh

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