UE5 State Trees Just Got Way Better!

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BlackShinobi956 Game Dev

BlackShinobi956 Game Dev

Күн бұрын

Project files for this tutorial : github.com/rskinner956/UE5.4-...
Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #StateTree #gamedesign #ue5
Timestamps:
0:00 - UE5 State Trees
0:45 - State Tree Example Files
1:00 - UE5 State Tree Debugger
1:33 - State Tree Breakpoints
2:23 - State Tree State Enable/Disable
2:50 - Enabling the State Tree Debugger
3:15 - Debugger window overview
4:55 - Debugger Example
6:20 - Use your debuggers
Sources:
UE5 state tree documentation: docs.unrealengine.com/5.0/en-...
Links:
🎮 Itch : blackshinobi956.itch.io
🕹 Twitch - / blackshinobi956
Music : Purrfect Vibes - allmylinks.com/Purrfect
Tags:
game dev,game development,indie game dev,indie game devlog,devlog,indie game developer,game devlog,gamedev,dev log,unreal engine 5,solo game dev,BlackShinobi956,unreal engine 5 tutorial,unreal engine tutorial,behavior tree,behavior trees,behaviour tree,ai,ue4 behavior tree,unity behavior tree,what is behavior tree,unity behavior tree ai,behaviour trees,behavior designer,ai and games,finite state machine,ue4 task,state tree,state trees recent

Пікірлер: 12
@xGamecoolx
@xGamecoolx Ай бұрын
Great content! Thank you so much!
@blackshinobi956
@blackshinobi956 Ай бұрын
Thanks! Glad you liked it
@StevenDiLeo
@StevenDiLeo Ай бұрын
great tips, thanks for the insight and video :)
@blackshinobi956
@blackshinobi956 Ай бұрын
Glad it was helpful!
@mohamadbt4055
@mohamadbt4055 Ай бұрын
very nice explained!
@blackshinobi956
@blackshinobi956 Ай бұрын
Glad it was helpful!
@UnrealMomon
@UnrealMomon Ай бұрын
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 Ай бұрын
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 Ай бұрын
@@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..
@TunaFunDev
@TunaFunDev Ай бұрын
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 Ай бұрын
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 Ай бұрын
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.
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