Type Alias BtNodeBase

BtNodeBase: {
    name?: string;
}

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/