正文内容 Content
主题/Topic:
StateTree核心架构限制C++开发者的不合理设计
Unreasonable Design Limitations in StateTree Core Architecture Restricting C++ Developers
引擎版本/Engine Version:
UE 5.5+
我无法理解为何核心状态事件(EnterState/ExitState
)被强制限定为仅蓝图可重写。
As a developer deeply using StateTree, I cannot comprehend why core state events (EnterState/ExitState
) are forcibly restricted to Blueprint-only overrides.
三大矛盾点 | Three Critical Contradictions
-
架构割裂性 | Architectural Fragmentation
同一基类UStateTreeTaskBlueprintBase
同时包含C++虚函数和蓝图事件,却禁止C++开发者重写核心逻辑,人为制造工作流断层
The base classUStateTreeTaskBlueprintBase
contains both C++ virtual functions and Blueprint events, yet prohibits C++ developers from overriding core logic, artificially creating workflow fragmentation. -
性能代价 | Performance Penalty
强制通过蓝图虚拟机处理高频状态事件(如AI每帧状态检测),在性能敏感场景不可接受
Forcing high-frequency state events (e.g. per-frame AI checks) through Blueprint VM is unacceptable in performance-critical scenarios. -
技术债隐患 | Technical Debt Risk
复杂项目被迫在蓝图中实现底层逻辑,违背UE"用蓝图原型,用C++生产"的最佳实践
Complex projects are forced to implement core logic in Blueprints, violating UE’s best practice of “Prototype in Blueprint, Production in C++”.
核心诉求 | Core Demand
// 当前有缺陷的设计 | Current flawed design
class UStateTreeTaskBlueprintBase { // ❌ 命名暗示蓝图专用
UFUNCTION(BlueprintImplementableEvent) // ❌ 无法C++重写
void ReceiveEnterState(...);
}
// 应改为 | Should be changed to:
class UStateTreeTaskBase { // ✅ 中性命名
UFUNCTION(BlueprintNativeEvent) // ✅ 允许C++重写
void OnEnterState(...);
virtual void OnEnterState_Implementation(...); // 原生C++接入点
}
三大技术依据 | Three Technical Arguments
-
命名误导性 | Misleading Naming
UStateTreeTaskBlueprintBase
名称暗示这是蓝图专用基类,违背UE双工作流设计哲学
The name implies Blueprint-exclusive base class, violating UE’s dual-workflow philosophy -
事件系统缺陷 | Event System Defect
BlueprintImplementableEvent
人为阻断C++继承链,而BlueprintNativeEvent
可完美兼容双工作流
BlueprintImplementableEvent
artificially blocks C++ inheritance, whileBlueprintNativeEvent
enables perfect dual-workflow -
架构一致性缺失 | Lack of Architectural Consistency
UE核心系统(如GameplayAbility)均采用BlueprintNativeEvent+_Implementation
模式,StateTree却特立独行
Core UE systems (e.g. GameplayAbility) useBlueprintNativeEvent+_Implementation
pattern, yet StateTree diverges
具体改造方案 | Concrete Refactoring Plan
[ ] 类重命名 | Class Renaming
UStateTreeTaskBlueprintBase → UStateTreeTaskBase
[ ] 事件系统升级 | Event System Upgrade
BlueprintImplementableEvent → BlueprintNativeEvent
添加对应虚函数:virtual void [EventName]_Implementation()
[ ] 函数命名优化 | Function Naming Optimization
ReceiveLatentEnterState → OnEnterState (符合UE事件命名规范)
技术迁移路径 | Technical Migration Path
// 旧版(当前)| Legacy (Current)
UCLASS()
class UMyTask : public UStateTreeTaskBlueprintBase {
// 无法C++重写事件 ❌
}
// 新版(提案)| New (Proposed)
UCLASS()
class UMyTask : public UStateTreeTaskBase {
virtual void OnEnterState_Implementation(...) override {
// C++核心逻辑
Super::OnEnterState(...); // 可选调用蓝图实现
}
}
结语 | Closing
此改造不破坏现有蓝图项目(兼容模式可保留旧类名),却能解决C++开发者核心痛点。Epic只需微小改动即可大幅提升StateTree专业性。
This change preserves existing Blueprint projects (legacy name can be kept in compatibility mode) while solving core pain points. Minimal effort for massive professional value.
请官方说明拒绝采用UE标准BlueprintNativeEvent
模式的技术原因,或承诺在5.6版本实现此改造!
Request Epic clarify technical reasons for avoiding UE-standard pattern, or commit to implementing in 5.6!