Best way for AI to communicate back to a StateTree Task?

I have an AI StateTree Task called Attack. In BehaviorTree it was easy enough just sending an AI message and acting on that. Is there an equivalent for StateTree?

I don’t want to have to use a delegate as that requires casting and I’m strictly using interfaces to cross communicate avoiding hard references and casting everywhere.

I guess my only option if there isn’t a way to communicate back is to add a boolean check inside of the StateTree Evaluator then add a tick state transition to the task?

you can send a gameplay tag event from the blueprint, i cant remember the exact function name but drag off the state tree in blueprint and search for event maybe

Ah, yeah that makes sense. Was able to find it. It’s Gameplay > State Tree > Send State Tree Event. Thanks!

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