Hey UE Forum
Since UE 5.6 added support for StateTree as the Gameplay Camera System director I’ve decided to give it a go! (love trying out the new features)
This is my previous Blueprint Camera Director Evaluator logic:
This is the exact same logic (unless I’m missing something) but with a StateTree:
The data is taken using a Global Task:
With a straight-forward logic:
Now it all seems to work (transitions work fine!) except the location of the Camera when using StateTrees seems to be waaay off the back:
This is with Blueprints:
This is with the StateTree:
(You can see the UI to differentiate between the Camera locations)
Anyone has stumbled upon this and know a fix?
Is this something with the new StateTree x GameplayCameraSystem integration that should be fixed?
P.S.
If anyone knows a solution to the ‘TODO’ I’ve left there feel free to also let me know