Node can have conditions as to whether they should even be considered Conditions can have dependencies on values, ideally this is responsive Conditions might abort sibling nodes, as in example: https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/ArtificialIntelligence/BehaviorTrees/BehaviorTreesOverview/
Optional
Readonly
Node can have conditions as to whether they should even be considered Conditions can have dependencies on values, ideally this is responsive Conditions might abort sibling nodes, as in example: https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/ArtificialIntelligence/BehaviorTrees/BehaviorTreesOverview/