I’ve currently got a Global Task running on my State Tree that has Event Dispatchers set up to fire when certain events that would cause transitions happen. I would like to subscribe to these in my Gameplay Behavior so I can call End Behavior at the correct time. I cannot figure out how to get a reference to the Task inside my Behavior to do so… I’ve subclassed GameplayBehavior to fix the broken world context so pretty much any solution is on the table.
Thanks in advance for your suggestions.