So I have a flow macro that checks for the existatnce of a scriptable object on a given gameobject. Basically I'm checking if a component exists. If so, i return the boolean result of a C# method, and if not, I return false. Or so I thought...
When I run this in a flow machine, I sometimes get the wanted result, and sometimes not. The macro simply locks on to the first active output node, and keeps serving it's result regardless for every subsequent call.
Below is a shot of the macro in action. As you can see, the upper Output node is being activated, but the output value Has Tag is being fed from the lower Output node, giving a wrong result.
I've checked that the component exists on the Game Object at the activation time of the macro, and that it has the correct tag object, and everything checks out. But this is besides the point: The point being that data is clearly flowing forward from the wrong node.
In addition to the bug report, I would like to know if there is a different way of passing different data nodes forward based on a null check (or any other dual-control-flow-output node)?
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