UE5 State Trees Just Got Way Better!

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  • Опубликовано: 7 фев 2025

Комментарии • 18

  • @Lusiogenic
    @Lusiogenic 3 месяца назад

    I'm pumped for this!
    The only thing missing is the visual 2D graph that shows states and transitions. The list is good, but it's even better in 2D.
    I hope state trees get even better in 5.5.

  • @StevenDiLeo
    @StevenDiLeo 9 месяцев назад

    great tips, thanks for the insight and video :)

  • @harrysanders818
    @harrysanders818 7 месяцев назад

    Wow these seem very powerful!

  • @xGamecoolx
    @xGamecoolx 9 месяцев назад

    Great content! Thank you so much!

  • @UnrealMomon
    @UnrealMomon 9 месяцев назад +1

    Great video man! 5.4 now has me seriously considering using State Tree, though I want to see them development it further before I fully commit. I noticed the State Tree also came with a new Move To task in the 5.4 update. However, for me this built in Move To task is bugged. Has anyone else noticed the Move To task being bugged?

    • @blackshinobi956
      @blackshinobi956  9 месяцев назад

      I didn't see the new move to node, but I'll check and see if it's bugged for me too. Thanks for wmpointing that out

    • @UnrealMomon
      @UnrealMomon 9 месяцев назад

      @@blackshinobi956 I tested it further and it’s only bugged if you use it with other tasks in the same state and don't don’t call finish task on those other tasks. But if you use the new Move To node by itself in a state it works correctly, so it would seem it’s supposed to be used in a dedicated state for moving the AI. Interestingly, “Finish Task” is a confusing name because finishing a task doesn’t actually finish a task in the C++, it simply ends the state. So it’s possible to have multiple tasks in a single state which doesn’t end the state if you don’t call finish task. But this, for whatever reason, bugs out the new included MoveTo task.
      I kinda wish tasks were more robust with State Tree..

  • @mohamadbt4055
    @mohamadbt4055 9 месяцев назад

    very nice explained!

  • @archiep9162
    @archiep9162 4 месяца назад

    From what I am seeing all of this is in 3.5.2 as well

  • @TunaFunDev
    @TunaFunDev 9 месяцев назад

    Whats the difference between bt and state trees besides state trees being general purpose and bt mainly ai? Are they more performant or run async or so? How would they performed if we compared 100ai using bt and 100 using st for behaviors? :D

    • @blackshinobi956
      @blackshinobi956  9 месяцев назад +1

      Good questions, I've heard STs can be more performant, but I've never seen actual data proving it. The documentation for STs says the goal is to be highly performant, flexible, and organized, but the stuff I make isn't really pushing the upper limits for performance haha. I just find STs a little more organized in way I can understand.

    • @UnrealMomon
      @UnrealMomon 9 месяцев назад +2

      Behavior Tree is more task oriented and the flow of logic moving from one task to another. While State Tree is a finite state machine, which is basically an abstract machine that can be in exactly one of a finite number of states at any given time. State Machine allow precise control over transition between states based on conditions. For example at the end of a state for an AI, the AI can be set to transition to a different state based on some transition rule. With BT you can't really control direct transition between specific states. Not every AI is going to need a State Tree, but the more complex the AI behavior the more need there is for a State Tree.

  • @armandmarcelli5795
    @armandmarcelli5795 2 месяца назад

    i dont know why but the breakpoints doesn't work at all for me ! kinda sad about it (i'm using unreal 5.4.4)

    • @armandmarcelli5795
      @armandmarcelli5795 Месяц назад

      alright it worked, i just needed to enable the debugger viewer

  • @Three_Ways
    @Three_Ways 7 месяцев назад +1

    State tree Debugger not available on Mac UE 5.4 ??? Can't see it in the dropdown menu