I’ve been having a great time migrating from Behavior Tree to State Tree for my NPC behavior, and despite some of the funny bits I’ve noticed I am very satisfied with the system and its direction.
After about 15 hours working with State Tree, I think inverting conditions should be built-in rather than exposed via a boolean; for example on all conditions I’ve created, I have to end every single one like this:
Not ideal but really only a small inconvenience. The problem is that this isn’t conspicuous in the state tree itself — take for example this state:
There is no visual indicator the second condition is inverted!
The built-in condition GameplayTagMatchCondition
handles this in C++, but I believe this should be exposed in the editor — both in the details panel here:
And in the tree:
I believe this would be a great UX improvement to State Tree Thanks!