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Hi, is there an idiomatic way to generate interruptions, as described in Petter Ögren's video https://youtu.be/DCZJUvTQV5Q?t=544 ?
Thanks!
[edit] I guess that making sure that "longer running actions are merely the repetition of smaller actions" (see https://gamedev.stackexchange.com/questions/114125/behavior-tree-with-interrupted-sequence) is the way ensure that conditions are evaluated often enough. Do you agree?
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