Following the official tutorial,
there is likely to be an additional step between steps 4.2 and 4.3,
which is adding a “Debug Text Task” in the “Idle” state,
otherwise, you won’t get the next state.
Following the official tutorial,
there is likely to be an additional step between steps 4.2 and 4.3,
which is adding a “Debug Text Task” in the “Idle” state,
otherwise, you won’t get the next state.
Yes!
Furthermore, could we get some infos about the following?
Why a user-defined struct can’t be used to type ST parameters? Or is this a bug?
From the ST overview, data flow section, State Tree Parameters : “For example, a user could define an animation asset parameter that can be passed externally to the tree for use during gameplay.” Please could the doc provide an example where this happens? (setting ST parameters during gameplay)
There seems to be a problem with some tasks not correctly reporting completion. You can get round this (provided the task is not one that loops) by adding an on tick override that reports success.
In 5.2, State Tree Evaluator update too slow, I try change the bool to true, then change next state, but the Evaluator get actor bool not change. Need to wait for 5 frame, then it will update. in 5.1 is fine.
It isn’t a bug. The task never completes so that the text can continually update via its Tick to the location of the Actor that is set.
If you want it (the state) to complete, the delay text task followed by either a delay task for a time delay or an immediate enter state with a finish task node will do it.
I do wish they’d add a time delay option to the task. 0 for infinite, or a positive time in seconds until the task completes. That’d make it easier and more intuitive.