![]() Select the StateTreeComponentSchema class and click Select. In the Content Browser, right click and select Artificial Intelligence > StateTree. This State Tree is intended to be used as a component of the target Actor, so you will use the State Tree Component Schema for this example. In this section, you will create a State Tree that will be used by the target Actor. You are now ready to create the State Tree you will use in the target Actor. In this section, you created a new project and enabled the State Tree plugins. Search for and enable the GameplayStateTree and StateTree plugins. Click Create.Ĭlick Settings > Plugins to open the Plugins window. In this guide you will use a State Tree to create a moving target the player can shoot and destroy.Ĭreate a Blueprint for a target Actor the player can shoot and destroy.Ĭreate the State Tree that contains the logic to move and destroy the target actor.Ĭreate State Tree Tasks and use them in the State Tree.Ĭreate a State Tree Evaluator and use it in the State Tree.Ĭreate a new project then select the Games category and the First Person template. You can learn more about State Trees by reading the State Tree Overview documentation. ![]() Users can create highly performant logic that stays flexible and organized. StateTree is a general-purpose hierarchical state machine that combines the Selectors from behavior trees with States and Transitions from state machines. 9 - Add a State Tree Task to Move Along Spline
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