Am I correct in thinking that if I use the name feature of a Task and then use that string name in a BT, if I have 2+ BT's that reference that string name of the Task it's sharing that task instance vs making it's own? I'm seeing issues where I have 2 agents/actors that have action tasks by string name in their own BT instance where it moves around but it seems like when 1 stops it's task (fail/success) it's screwing up the other one. because I'm guessing they are sharing that task instead of getting their own instance. Does that sound right?
If so that seems like a bug. Why would you want to do that ever? Referring to a task by name is great but it seems like it should really create a new instance of said task in said tree.
I say this because when there is only 1 agent/actor in the scene everything works fine.
The ideal reason this should create a new instance of the task is because I've created a loader from a visual bt editor and I have the users define their tasks in a separate file and give it the name property, but building bt tree itself per agent/actor is done in code where the name is used for all tasks since it's easy doing that for a loader. It's either that or there is a generic way to "clone" a task based on it's name and I could add that table in place of the string name when building the tree.
Am I correct in thinking that if I use the name feature of a Task and then use that string name in a BT, if I have 2+ BT's that reference that string name of the Task it's sharing that task instance vs making it's own? I'm seeing issues where I have 2 agents/actors that have action tasks by string name in their own BT instance where it moves around but it seems like when 1 stops it's task (fail/success) it's screwing up the other one. because I'm guessing they are sharing that task instead of getting their own instance. Does that sound right?
If so that seems like a bug. Why would you want to do that ever? Referring to a task by name is great but it seems like it should really create a new instance of said task in said tree.
I say this because when there is only 1 agent/actor in the scene everything works fine.
The ideal reason this should create a new instance of the task is because I've created a loader from a visual bt editor and I have the users define their tasks in a separate file and give it the name property, but building bt tree itself per agent/actor is done in code where the name is used for all tasks since it's easy doing that for a loader. It's either that or there is a generic way to "clone" a task based on it's name and I could add that table in place of the string name when building the tree.