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