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Description
Possible edge case discovered with sub-trees. Maybe connected with async tasks? Needs further investigation as this edge case was not triggering on a recent project I worked on.
I will say, the cases where I had issues were Tasks that would run actions on a seperate system for async work in the game, e.g. 'Go over there and attack that character'.
I found that when the sub-tree holding that Task (and therefore Actions) exited, it didn't End the Task, so the Actions didn't end either, leading to characters continuing to move/animate/etc. while other new behaviours were also kicking off.
The ending of the Actions was called from the OnExit of the Task, and that seemed to work fine once I added the code in this PR.
Originally posted by @achynes in #113 (comment)