Hi, I am currently experimenting with execution of state trees in mass. I am using MassAIBehaviors plugin’s solution as a starting point, as unfortunately we can’t use it (there is a hardcoded requirement of one statically defined StateTree per entity, which doesn’t suit our solution). It would be nice if some of the utility functions would be written in a more reusable way (for example the dependency extraction in UMassStateTreeSchema::Link and UMassStateTreeSubsystem::CreateProcessorForStateTree, it’s hardcoded to create a specific processor).
One thing I don’t understand is how UMassStateTreeActivationProcessor gets away with calling Start() on the tree, without ever declaring the dependencies. Did I miss something there? In my custom solution, I just move Start into the bespoke execution processor.
However, the main issue is debug. I haven’t found a way to use rewind debugger with mass entities (not surprising, since it is built around actors). I tried using the legacy debugger, but that seems to work unreliably - sometimes it doesn’t start recording and it can’t be viewed when the game is paused. Is there a non-obsolete way to view the recordings now?
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