Blackboard Setter Node <set>¶
This node would set the value of the blackboard key to the provided value. It would always return 'success' status. It takes multiple attributes and would process all of them and write results to the blackboard.
You can use _ref for value to use reference to entity from btEntityReference script, that should be attached to the entity defining the behavior tree node.
F.e if you have such node <set Door=_ref>, it would expect btEntityReference script to be on the same entity and whatever that scripts has in its Referred property would be written to the blackboard under the key Door.
This should allow you to link any entities from the world into the behavior tree and is currently the only way to do that.
You can also use _self to refer to the control entity.
Examples:
<set Door=_ref> would set the value of the blackboard key Door to entity reference from btEntityReference script on the node defining entity.
<set Self=_self> would set the value of the blackboard key Self to control entity reference.