If I set a state to `Break on Enter,` it only works on the first run for me. The next time I launch the game, the break points don't work anymore. I experience that with multiple projects. Anything that can be done about it? So far, only restarting has helped.
Hi, thanks for your videos. Is there a mechanism in the "State Tree" similar to the "Observer Aborts" from the "Behavior Tree"? I do this using "Send Event", but it's not convenient, it needs to be specified almost everywhere.
If you put the transition on event on the Root of the tree, it should apply to all child states of the root. You can then tell it to Fail the tree when received with high priority. If I understand what you’re asking correctly, then this should avoid having to duplicate events on every child task. You can also use on tick on transition rule or run a global task and override the tick event or create timers to check for global conditions applicable to the entire tree. Trial and error should solve your issue.
@@Three_Ways yes, it works) thanks) in 5.2 I did the same thing, but it didn't work out for me, maybe because I was just starting to study state trees and was doing something wrong
If I set a state to `Break on Enter,` it only works on the first run for me. The next time I launch the game, the break points don't work anymore. I experience that with multiple projects. Anything that can be done about it? So far, only restarting has helped.
I don't get why they don't activate the `GameplayStateTree` plugin by default.
I agree, and I'm sure they will in future versions, as more people use State Trees.
Hi, thanks for your videos.
Is there a mechanism in the "State Tree" similar to the "Observer Aborts" from the "Behavior Tree"?
I do this using "Send Event", but it's not convenient, it needs to be specified almost everywhere.
If you put the transition on event on the Root of the tree, it should apply to all child states of the root. You can then tell it to Fail the tree when received with high priority. If I understand what you’re asking correctly, then this should avoid having to duplicate events on every child task.
You can also use on tick on transition rule or run a global task and override the tick event or create timers to check for global conditions applicable to the entire tree. Trial and error should solve your issue.
@@Three_Ways thank you, it seemed to me that I tried to do this, but I will check it more carefully
@@Three_Ways yes, it works) thanks) in 5.2 I did the same thing, but it didn't work out for me, maybe because I was just starting to study state trees and was doing something wrong