We just moved our project from 5.1 to 5.3.2, and now our NPC state tree states that use Enum Compare as an enter condition don’t work. If I try to bind the BP’s enum class variable to one side of enum compare, I get a red triangle with the hover text saying the binding is incompatible with “State Tree Any Enum” property, and the state tree doesn’t work
I’ve just run into this issue too.
I’ve found that if I create a State Tree Evaluator Blueprint (called like ‘AI Bindings’) then populate it’s variables with all the vars I need to bind to (including the enum) then the tree compiles normally anyway - even though it shows in UI as having an error.
In my case it’s working fine, it’s just that when I open the EnumCompare condition my IDE complains at FStateTreePropertyBindings::ResolveCopyType and says it does not match StateTreeAnyEnum but a part from that the logic is working fine at runtime.
I’m using enums like this:
UENUM(BlueprintType)
enum class EEnumType: uint8
and the enum property that I’m binding to in the StateTree is declared like this: