I am using the Gameplay Interaction plugin to make an NPC interact with a ‘Chair’ Actor.
[Setup]
-
Chair Actor: Has a
USmartObjectComponentand a defined State Tree asset. -
NPC: Uses the
Use Smart Object with Gameplay InteractionBlueprint node to trigger the interaction. -
Execution: The State Tree successfully starts, and I can see the tasks being executed in the State Tree debugger.
[The Problem] The Tick functions of the Tasks within that State Tree are never called.
-
In my C++ Task classes, I have set
bShouldCallTick = true;in the constructor. -
In the State Tree Editor, the “Should Tick” option is clearly enabled for these tasks.
-
Even though the debugger shows the State Tree is “Running” and active on the specific state, no breakpoints inside
Tick()are ever hit.
[Observation] It seems like the State Tree starts correctly through the Gameplay Interaction system, but the actual ticking mechanism is somehow suppressed or not being registered by the GameplayInteractionComponent or the underlying execution context.
[Question]
-
Is there a known issue or a specific setting required for Tasks to tick when they are part of a Smart Object’s State Tree executed via Gameplay Interaction?
-
Does the
GameplayInteractionComponentrequire additional configuration to allow its internal State Tree evaluator/tasks to tick? -
Since this is not a standard
UStateTreeComponenton an Actor, but rather a context-driven execution, where is theTickactually managed in this flow?
If anyone has encountered this issue with the Gameplay Interaction system, I would greatly appreciate your guidance.
**Thank you!
[ My ‘Chair’‘s State Tree ]**
[ Chair’s Smart Object Definition ]

