Nice video again, thx. The transition event trigger is a very nice way to abort some action or npc behaviour. I was wondering how I would do that in a state tree, now I know. :)
Hey man, great video, I subscribed I have a request video about state trees.. I've been trying to make a dialogue system, and I've seen some tutorials that do it using blueprints, others use behavior trees, but I think behavior trees are not really supposed to be used to jump from one dialogue section to another, could get messy I mean.. and doing it all in blueprint code gets really bad.. so I thought about state trees, since I read most games usually use a combination of both. Do you think state trees could be used to acomplish this? how would you do it? I could create a different state tree for each npc, which makes sense, since every npc would have different dialogue and different choices, and jumping from one reply to another on the state tree seems easier than doing it on a behavior tree. I could then use the state tree task to modify variables inside the player character itself, to basically switch boolean variables and change the flow of the story based on player choices, grey out answers once used on a dialogue widget on screen, etc, any info on this would be great.
Hi, i think it would be possible, but there are better options for dialogues specifically like the (quite newly released) Mountea plugin that i use for my project. It's free to use and i'd suggest you try that first, see if it fits your needs :) www.unrealengine.com/marketplace/en-US/product/mountea-framework-dialogue-system
Well, i think it could be used alongside a quest system, but not as a quest system because it's not really meant to be holding data, just handling it and splitting the logic into transitionable parts. So for a quest system i would make my own component that handles the logic and keep data in game instance for easy access and saves.