Is there a bug in the state tree tutorial?

I am trying to follow along with the state tree tutorial. I have done it 5 times now and the static mesh will not destroy. Or it destroys automatically after a delay of two seconds. I’ve double/triple checked and all my states and tasks are correct. Basically, i get to stage 6 and the cube will disappear, if i remove this delay state the cube will sit there and not get destroyed when shot 5 times. I have followed the tutorial to a tee. I’ve checked it over so there are no errors my end. Any ideas? Thanks

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For some reason, it occurred to me as well. It seems you need to have a delay in the task. It does not matter if it is in front or behind the Destroy task and also it can have 0.0 duration and works so you don’t have to have a delay.

I wish they had decent documentation on this topic.

A lot of State Tree behaviour operates on tick, so you need to give the state tree a chance to catch up with where your game is. I have ended up making a lot more use of delay until next tick that I would like but it seems to solve a lot of problems.

I had the same problem in this tutorial . In STT_Destory, I cant revise my Actor to Context and I also cant find Dealyed Destroy node, my Unreal Engine is 5.5 . have you solved this problem?

I was made aware of this thread today, and have been trying out the StateTree guide in 5.5 as well as in our UE5 Main stream. I am not needing to change anything from the guide to see the expected behavior. I do not need any delay nodes in the BP or tree to get things working.

Can you share the parts where you needed the extra delay nodes to get things to work properly? What happens when you attempt to change the category for your variables in the tasks to Context? Do you get an error when attempting to change it?

-James