Unreal Engine 5.5 - Event Payload Usage

On the last Epic presentation about StateTree
State Tree Deep Dive | Unreal Fest 2024 https://youtu.be/YEmq4kcblj4?si=FXb10pMbQzAQpwPH

It is suggested but without detailling, the Event payload are stored so we can recover the info of an Event to make processing (around 17:15)

Watching UE5.5 version, I can only spot the RequiredEventToEnter flag

but I feel it is only for conditional transition not to be processed within a task (the layer most appropriate to make processing).

Is there any pattern that enable a Task to recover the event payload on OnEnter ? I see know with a Transition argument on OnEnter but can’t find anything relative to event.

Scenario example:

Let’s figure it with a fictive scenario:

  1. I have an DamageEvent containing information such as DamageAmount, DamageCategory (poison, Fire, …), etc…
  2. In my statetree I have a Transition that is considering the DamageAmount to get the info if the Damage are Critical or Not (let’s say "If Damage > 50 => Go To CriticalDamageReaction State)

That"s fine. For this, I think I understood how to properly use statetree (at least, I hope I understood :stuck_out_tongue: )

But, for sure on my CriticalDamageReaction State I would like a Task to process it with the event details and so do I would like to get the info from the payload (For instance, just by inflicting the exact amount of damages to a health component). I figure there is a way for the Task to get the Event but I don’t find it. I probably miss something.

I would appreciate if anybody have clues on the subject how an active Task can recover Event Payload informations?

Cheers

Ok found it with last presentations.
It is solved by binding the task variables with event members

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