Summary
I can’t seem to get State Tree breakpoints to trigger on nodes that get selected through a “parent” tree’s overridden Linked Asset nodes.
What Type of Bug are you experiencing?
Editor
Steps to Reproduce
- Create a basic StateTree with a name like “BaseStateTree”
- Add a LinkedAsset node
- Leave the Linked Asset property of the node set to NONE
- Set the node’s tag to some new GameplayTag like “SubTreeSlot”
- Create another StateTree with a name like “SubTree”
- Give it a child node and in the child node have it perform a basic Debug Text task.
- Create an AIController with a name like “TestAIController”
- Give it a StateTreeAI component
- Set the component’s StateTree to the base tree created in step 1, and disable “Start Logic Automatically”
- In the AIController’s Event Begin Play, call the StateTreeAI component’s “Add Linked State Tree Overrides”
- Set the State Tree Reference to a new reference to the “SubTree” tree we made in step 2
- Set the tag to the new GameplayTag we made in step 1
- Add a pawn to the map and set the pawn’s AIController to the above AIController class.
- PIE to ensure that you see the Debug Text task fires
- Open the “SubTree” we created in step 2 and right-click on the child node and check “Break on Enter”.
- PIE and see that the breakpoint is not triggering despite the debug text node being reached and the task being executed.
- Return to the “BaseStateTree” we created in step 1 and change the LinkedAsset node’s Linked Asset property to the “SubTree” we created in step 2
- PIE again and see that the breakpoint now triggers
Expected Result
I would expect to have the breakpoint that we check in step 7 to trigger in step 8
Observed Result
The breakpoint that we check in step 7 does not trigger in step 8
Affects Versions
5.8
Platform(s)
Windows
Video
Additional Notes
I CAN get breakpoints to fire when a Linked Asset node is explicitly set with a subtree, but the Override functionality is critical for me