Hey I downloaded your project. It's great to see some examples on how other people model State trees. One thing I noticed is that you have your perception AI on the BP_PatrolChar. You'll see in the console something like : LogAIPerception: Warning: UAIPerceptionComponent::OnRegister: Perception Component is being registered with BP_PatrolChar_C_UAID_00D861D2D16872EB01_1988163390, they are designed to work with AAIControllers! I thought I'd mention it. I am actually shifting all the ai stuff in a AI Controller instead.
Id love to see an example state tree that goea beyond a really simple demo and is closer to something you might find in a game, for example a npc that has an attack and idle state, but also maybe a patroling and gathering state, then in the attacking state have various options for how the npc might act, like for example moving closer to attack or backing away, i find having lots of nested state like that can become really awkward with asyc thinga causing task completion and resulting in reevaluation of parent nodes etc. Its really awkwrd when some nodes need to call the finished task and others you dknt want to do that but then when using them in the various states it isnt obvious what ones use which lifecycles which greatly change how you use them, for example you likely wouldnt want to use an async task like "moveto" in a parent node
Hey I downloaded your project. It's great to see some examples on how other people model State trees. One thing I noticed is that you have your perception AI on the BP_PatrolChar. You'll see in the console something like : LogAIPerception: Warning: UAIPerceptionComponent::OnRegister: Perception Component is being registered with BP_PatrolChar_C_UAID_00D861D2D16872EB01_1988163390, they are designed to work with AAIControllers!
I thought I'd mention it. I am actually shifting all the ai stuff in a AI Controller instead.
Thanks for pointing this out, it does make more sense to have AI perception on a AI controller. I'll update to use an AI controller
Thank you for the clear explanation!
Greetings from France
👋🏿 Glad it was helpful!
Thanks for this video. I like your explorations of state trees.
Thanks you watching!
Id love to see an example state tree that goea beyond a really simple demo and is closer to something you might find in a game, for example a npc that has an attack and idle state, but also maybe a patroling and gathering state, then in the attacking state have various options for how the npc might act, like for example moving closer to attack or backing away, i find having lots of nested state like that can become really awkward with asyc thinga causing task completion and resulting in reevaluation of parent nodes etc. Its really awkwrd when some nodes need to call the finished task and others you dknt want to do that but then when using them in the various states it isnt obvious what ones use which lifecycles which greatly change how you use them, for example you likely wouldnt want to use an async task like "moveto" in a parent node
good to see other black ue5 devs like myself out here, imma be staying in tune witcha🦾
Great video, thx! :3
Thank you for the information, this is knowledge will be using for my project!
Glad it was helpful!
Hi, did any one else encounter a bug while there are a few npc on the scene and one of them trigger the events it affect to all of them?
what can you say about the payload of the send event?
it is to send data over. Without payload it just an event that triggers something.