In newer versions of State Tree Tasks, EnterState and the other default functions are now events. So just add "Get Next Location" to the event graph and end with the "Finish Task" node instead of the "Return Node" to get it working. Kudos to Epic, because this simplifies things nicely. Thank you so much for the tutorial, looking forward to more from you!
Excited for this. I've been wanting to dip my feet into State Trees and watched your other video going over blueprint vs behavior trees vs state tree AI. Not a lot of content out there about them so thank you.
Super helpful! I was struggling with State Trees but this video helped me. For me personally, the magnifying glass was a bit irritating, I would prefer it if no magnifying glass was used.
@@blackshinobi956 Agree on no magnifyingglass. Its weird because in some areas it was helpful but not in others. Maybe make it a hotkey so you can click it on or off.
A very nice breakdown on STs, much appreciated! While I usually prefer these types of videos shortened and to-the-point as much as possible, it was nice hearing your off-focus comments about STs since there isn't too many community guides on them compared to BTs and whatnot.
Thanks for the link to this. I have spoken with a lead animator friend and he told me that for experience points, animators should focus on ABP. I am not disagreeing with either of you. I am trying to find a path that will allow me to keep being marketable as an animator.
I was not able to get this going in UE 5.4.1, at first. I got it mostly working, but it requires a delay long enough to complete the task! Insane - I compared yours and realized I consider Movement Result variable is misnamed - should be Task Result. Because override a function and it becomes an event in 5.4 (with no return node), and b. I will probably need to create events or tags to drive the State Tree, and Movement Result is probably going to play a part. Kind of like what you seem to already be doing with the Chase Enum switch. But this morning I was afeared State Tree would be as incomprehensible as Beaver Tree - this video and explanations really helped, thanks!
This is exciting. Thanks for sharing man! Gotta implement some of this. I've got some behavior trees going but I want some more flexibility for my little characters. Thanks for sharing the project files. I'm gonna give em a look.
Very nice video, thanks :3 At 23:30 just a heads up: You probably need to bind a "reference actor" (usually the character/npc) to the debug text task, or it will not show the message. The reference actor will be the location of the text. Also Control + D works for duplicating alot of things in UE5, but with actors in the viewport you can also hold down Alt + drag the mouse on the arrows to duplicate actors. That's a handy bit of knowledge for beginners .:)
Great presentation style and nice pace. I'm on UE5.5 and all worked OK apart from the functions in STT_MoveTO, the override drop down now creates an event so the tick one is different. So instead I repeated the Move custom event to get the char to go from one to another. Or maybe I did something wrong? btw - I like the magnifying glass!
Hello dude, thank you very much; The tranquility with which you explain this tool is great. I use the last version of EU, some things have changed; as a new component with a AI oriented state tree. Do you think about deepening this tool? For now I want to migrate to this and stop using the BT, so checking how to use eqs here
Thank you so much for such an in depth tutorial on state trees. Ive been wanting to try and use it for phases in a card game im building. Excited to dive in and thank you for the project files. I also learn that way. off topic but what do you use to do your pre-viz drawing in?
Glad you enjoyed it, and good luck with the game you're building! I just use Samsung Notes and the screen share function on my galaxy tab S8 for the drawing
Thanks for the feedback. Yeah the override stuff is gone in newer iterations, which I like. I think it feels simpler and more familiar since I was using Behavior trees
How do you set a state tree when spawning a new character class? For blackboard, you can use the Spawn AI From Class node, but I can't get state trees to work when spawning during run time
I was able to make it work using this as a reference with the "Add state tree component" node : forums.unrealengine.com/t/changing-component-at-runtime/690470/4 I upload a video on it this week if I can. I think a lot of people have had the same problem
In newer versions of State Tree Tasks, EnterState and the other default functions are now events. So just add "Get Next Location" to the event graph and end with the "Finish Task" node instead of the "Return Node" to get it working. Kudos to Epic, because this simplifies things nicely.
Thank you so much for the tutorial, looking forward to more from you!
Excited for this. I've been wanting to dip my feet into State Trees and watched your other video going over blueprint vs behavior trees vs state tree AI. Not a lot of content out there about them so thank you.
Hope you enjoy it!
Super helpful! I was struggling with State Trees but this video helped me. For me personally, the magnifying glass was a bit irritating, I would prefer it if no magnifying glass was used.
Thanks for the feedback, glad this helped you!
@@blackshinobi956 Agree on no magnifyingglass. Its weird because in some areas it was helpful but not in others. Maybe make it a hotkey so you can click it on or off.
You're legit the best resource for learning UE. Appreciate you man.
A very nice breakdown on STs, much appreciated! While I usually prefer these types of videos shortened and to-the-point as much as possible, it was nice hearing your off-focus comments about STs since there isn't too many community guides on them compared to BTs and whatnot.
I learn like you too, I appreciate you including the project!
More of this kind of content, please.
Awesome tutorial, thanks a lot!
I will start using this asap.
Thanks for the link to this.
I have spoken with a lead animator friend and he told me that for experience points, animators should focus on ABP.
I am not disagreeing with either of you. I am trying to find a path that will allow me to keep being marketable as an animator.
Thanks for checking out this video too! I'd definitely take your friend's advice, it sounds like they know what they're talking about
I was not able to get this going in UE 5.4.1, at first. I got it mostly working, but it requires a delay long enough to complete the task! Insane - I compared yours and realized I consider Movement Result variable is misnamed - should be Task Result. Because override a function and it becomes an event in 5.4 (with no return node), and b. I will probably need to create events or tags to drive the State Tree, and Movement Result is probably going to play a part. Kind of like what you seem to already be doing with the Chase Enum switch. But this morning I was afeared State Tree would be as incomprehensible as Beaver Tree - this video and explanations really helped, thanks!
ok, Turns out I don't need the delay, just need to put in a 'Finish Task' Node at the end of the event (that in earlier versions was a function)
This is exciting. Thanks for sharing man! Gotta implement some of this. I've got some behavior trees going but I want some more flexibility for my little characters. Thanks for sharing the project files. I'm gonna give em a look.
Glad it was helpful!
Very nice video, thanks :3
At 23:30 just a heads up: You probably need to bind a "reference actor" (usually the character/npc) to the debug text task, or it will not show the message. The reference actor will be the location of the text. Also Control + D works for duplicating alot of things in UE5, but with actors in the viewport you can also hold down Alt + drag the mouse on the arrows to duplicate actors. That's a handy bit of knowledge for beginners .:)
Thanks for pointing this out!
Great presentation style and nice pace.
I'm on UE5.5 and all worked OK apart from the functions in STT_MoveTO, the override drop down now creates an event so the tick one is different. So instead I repeated the Move custom event to get the char to go from one to another. Or maybe I did something wrong?
btw - I like the magnifying glass!
Hello dude, thank you very much; The tranquility with which you explain this tool is great. I use the last version of EU, some things have changed; as a new component with a AI oriented state tree. Do you think about deepening this tool? For now I want to migrate to this and stop using the BT, so checking how to use eqs here
Stop playing is this fr? I'm about to watch this and cop the files. Youre a saint
Hope they're helpful for you! Thanks for watching!
Thank you so much for such an in depth tutorial on state trees. Ive been wanting to try and use it for phases in a card game im building. Excited to dive in and thank you for the project files. I also learn that way.
off topic but what do you use to do your pre-viz drawing in?
Glad you enjoyed it, and good luck with the game you're building! I just use Samsung Notes and the screen share function on my galaxy tab S8 for the drawing
@@blackshinobi956 brilliant! Thank you! Yeah I think using this for widgets might be really interesting and easier to read.
great video. There is very little info on state trees, keep them coming.
also, I'm in the "no magnifying glass" camp too...
I'm very interested in the EQS integration too.
Also... I'm on 5.3 and the overriden variables in the tasks appear as Events now?
Thanks for the feedback. Yeah the override stuff is gone in newer iterations, which I like. I think it feels simpler and more familiar since I was using Behavior trees
Thank you for the video. I like the magnifier. :D
Glad you like it!
Good stuff! Keep it coming!
Thanks! Will do!
Nice! I'm using 5.4 and some things have been depreciated, can you update the GH? thanks!
How do you set a state tree when spawning a new character class? For blackboard, you can use the Spawn AI From Class node, but I can't get state trees to work when spawning during run time
I was able to make it work using this as a reference with the "Add state tree component" node : forums.unrealengine.com/t/changing-component-at-runtime/690470/4
I upload a video on it this week if I can. I think a lot of people have had the same problem
Love the videos, but the zoom thing is very distracting in my opinion. Keep up the great work though.
Hell yeah
I like the tutorials man but your audio is kinda low on this one.
Thanks for letting me know, I'll be sure to fix it
meh on magnifier. Me, I like to make my cursor larger and lime green/yellow.
That's a good idea, thank you for the feedback!