So I have an AI with state tree component which has two parent states named ‘Idle’ and ‘On Seeing Player’ which is evaluated by a boolean variable in the AI blueprint with False and True respectively. The main problem is that even if the player is seen and the entry condition to On Seeing Player is met the ai first completes the ‘AI Move To’ node first then transitioning. How to make it so that on seeing player the AI can abort its Idle state task and go to On Seeing Player state?
Here’s a screenshot to my state tree->
What you have are enter conditions. “If ActorPlayerSeen is False” is an enter condition. This is checked when you go back through the states.
If you want to immediately go to another state then you need to use a transition. Transition from Idle to OnSeeingPlayer on an event you fire whenever the player is seen.
Hey, I am having the same issue. How did you fix this? I have a Transition on Event that is supposed to transition to the other State but it still completes the AI Move To before doing the next task. How did you solve this?
Am experiencing the same issue as @tyconner. I tested transitions both base on event and on tick, and none seem to abort the current state and execute the transition.