UE5.4 State Tree Data Management

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  • เผยแพร่เมื่อ 17 พ.ค. 2024
  • Hello, today we're exploring a few ideas on how to manage data in State Trees

ความคิดเห็น • 4

  • @tmdquentin5095
    @tmdquentin5095 18 วันที่ผ่านมา +1

    Thanks, helpful approach

  • @UnrealMomon
    @UnrealMomon 18 วันที่ผ่านมา +1

    State Tree definitely needs some system implemented for data management, either through adding official support for Blackboard or by creating some scratch pad system that allows you to store and read variables from it. There's also a lot of interesting and good changes to State Tree in the release version of 5.4. The new state tree AI component schema comes with a new Move To task, hopefully in new versions they will add a lot of the default tasks you can find for Behavior Trees. Another interesting change is the addition of states having their own parameters.
    Speaking of parameters there's also a really great change with them, in 5.3 and older if you changed the value of a parameter in the state tree asset, state tree would ignore that and only take the values set from the state tree component class defaults from the blueprint. Now, it will take the values for the parameters from the state tree asset by default and if you want to override them from the component blueprint class defaults you need to check a bool. This is far better because now this will allow you to set default data to change AI behaviors from the state tree asset itself without the need to modify it from the blueprint component class defaults. Makes things more modular.
    I still have a list of things I'd like to see them change or add, but they're slowly getting there! Hopefully Epic continues to make great changes to state tree!

  • @BernardoReisSouza
    @BernardoReisSouza 16 วันที่ผ่านมา

    Hi MrKosiej, great video as usual! I haven't had the chance to test 5.4 yet as several of the plugins I used are still not compatible, but I'm excited about the things you showed in your recent videos, specially the ability to have the controller like you showed. I will definitely experiment with the approach you suggested, since my approach with blackboards work, but it's a bit cumbersome and requires a lot of boilerplate.
    Also, one thing that I'd like to highlight and I really hope Epic address in future updates, is the amount of state tree related things that are C++ only. Even though I'm very familiar with C++, there are several things I prefer to do with blueprints and currently state trees are still a bit limited in that sense. One example are state tree events. I found the need to send data along with the event, and I was surprised to realize state tree events actually support payloads along with the tag that acts as the event name, but you can't use event payload in blueprints.

    • @MrKosiej
      @MrKosiej  15 วันที่ผ่านมา

      Yeah, i noticed some things exposed to blueprints that suggest something more should be possible but there's no way to use it without going to c++ :v or at least it seems not possible :P maybe ill find something later