7-Minute Guide to UE5 State Tree Event Triggers

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  • เผยแพร่เมื่อ 15 ก.ย. 2024

ความคิดเห็น • 14

  • @indiemethods7023
    @indiemethods7023 4 หลายเดือนก่อน

    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.

    • @blackshinobi956
      @blackshinobi956  3 หลายเดือนก่อน +1

      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

  • @LordxGx07
    @LordxGx07 4 หลายเดือนก่อน

    Thank you for the clear explanation!
    Greetings from France

    • @blackshinobi956
      @blackshinobi956  4 หลายเดือนก่อน

      👋🏿 Glad it was helpful!

  • @sarahlynn7807
    @sarahlynn7807 4 หลายเดือนก่อน

    Thanks for this video. I like your explorations of state trees.

  • @hexcrown2416
    @hexcrown2416 12 วันที่ผ่านมา

    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

  • @blue.v2
    @blue.v2 3 หลายเดือนก่อน

    good to see other black ue5 devs like myself out here, imma be staying in tune witcha🦾

  • @KittehBit
    @KittehBit 4 หลายเดือนก่อน +1

    Great video, thx! :3

  • @StoneStrongGames
    @StoneStrongGames 4 หลายเดือนก่อน +1

    Thank you for the information, this is knowledge will be using for my project!

  • @emilio5276
    @emilio5276 3 หลายเดือนก่อน

    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?

  • @dead7643
    @dead7643 3 หลายเดือนก่อน

    what can you say about the payload of the send event?

    • @renisrrenis9225
      @renisrrenis9225 2 หลายเดือนก่อน

      it is to send data over. Without payload it just an event that triggers something.