Is there no way to use entirely event driven state trees? I don’t understand why it needs to tick when I’m explicitly telling it a task has completed on an event. Has anyone managed to get these to work without tick?
there is a FinishTask in 5.3 i think, in older versions it didnt exist
I am already using Finish Task as well as StateTree Events. Neither will work in Transitions unless the StateTree is ticking. I don’t want it to tick. It has no need to.
Doesn’t seam to be a way to use StateTree without Tick, but also doesn’t seam to cause any harm. 100 AI with StateTree shows no performance difference compared to 100 AI without StateTree. So not going to worry about it.
its probably because state trees are still experimental i think
but you can send an event via the parent blueprint using gameplay tags if that helps
I know and am already doing that, but Transitions regardless will not work without Tick. Doesn’t seam to matter though as it ticking seams to have absolutely no impact on performance so seams safe to just ignore it for now.
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.