Is there a State Tree Roadmap

Hello!

I was wondering what the roadmap is for the future of State Trees? Since the plugin is no longer marked as experimental, can we expect more features to be added any time soon (such as real time debugging support like Behavior Trees have that highlight the active nodes)?

I’m considering adding my own features to it, and weighing the pros and cons of doing so, such as dealing with frequent merge conflicts. Also, adding my own features that get implement by Epic means we do something twice and waste each other’s time.

Some of the things I’m looking into adding:

I have partially implemented a State Tree Task that can run another state tree, and finishes when the sub state tree finishes. I would like it to be feature complete as well, so it can bind to data form a parent tree and/or receive state tree events.

I have partially implemented a new state type, Utility Ai, that evaluates scores for its children and picks the highest scoring child instead of the first one as is default in State Trees.

I am looking into adding options for controlling the tick rates of individual nodes in the State Tree. So more expensive tasks aren’t tied directly to the State Trees tick rate.

I am looking into adding real time debugging options, so at run time I can visualize which states are active on the State Tree editor similarly to how the Behavior Tree editor works.

Can’t wait to hear back .
Thanks!


Here is a preview of the Utility Ai. Two new types of states, “Utility Ai” and “Utility Ai Node”.
The parent simply sets its type, the children have a new property “scorer” where a given struct can provide a score and bind to data like Tasks/Conditions. There is also a new transition type that can run the Utility Ai again and transition to a new state when that states score becomes higher.

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How were you able to create a new state type and a new transition type like in the screenshots above? I have been trying to figure out how to do that as I am trying to create something custom with State Tree but I am having trouble figuring it out.

https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1470-external-state-tree-sub-tree-experimental
You can see in the roadmap that external state sub tree’s are still in experimental.

You can make a custom debug class.