UE5 v5.7.4 had 259 items to save. I gave it the go-ahead. It logged me out of the desktop.
How insulting.
UE5 v5.7.4 had 259 items to save. I gave it the go-ahead. It logged me out of the desktop.
How insulting.
Sometimes, when the Unreal Engine editor in 5.7.4 decides to crash, it crashes your x instance, too.
It's a complicated editor. No one understands it but its authors.
[Insert theme song from Shaft here.]
In a test area, a building with an a-frame peaked roof, too steep for navigation mesh, was the recipient of a flying elephant, courtesy of a big monster swinging a mace. The elephant was stuck on the roof, face forward after spinning in the air, nose dangling and ears flapping, with no way home, lol.
"I Tested The Witcher 4 Demo's Animation Tech"

If I let the 5.7.4 State Tree manage transitions, it sometimes decides a successful FinishTask was a failure. If I manage this myself (by making all exits successful, and using an actor variable to determine success/failure instead), I don't see this behavior. That seems like a bug to me.
I have learned that it's not me, it's the State Tree. It has some unusual behavior, and assorted bugs which should be fewer than ever before! π
I did not realize it sent signals to multiple states, depending on how you construct the state tree. Like enter and finish task signals. Oh, joy. Unexpected parallelism.
It kept running a state it should not have been able to get to, I thought, but it ran anyway. It's not my code. That's how it works. I've been chasing a ghost in the machine.
A State Trees is an unholy wedding of an Unreal Engine Behavior Tree to a state machine, envisioned and built by Dr. Frankenstein while he was on a bender. It's better than a Behavior Tree, in that it is more complex, and thus induces insanity in coders more quickly!
I'm starting the State Tree over. Knowledge is power. π€ͺ
UE5 AI is piles of fun. If I was making a movie, this all would be trivial, but noooo. I had to design a hybrid RPG.
In my secret place of examples and game dev experiments, there is a playlist dedicated to Unreal Engine Materials. This is the 100th video. Anniversary #gamedev #UnrealEngine #UE5

I'm doing this in Blueprints. Don't throw things. Please, I asked you not to.
When your MoveToLocationOrActor task disappears into the ether, the StateTree task it is in appears to exit, which makes sense, if there is nothing else to do. As the Succeeded flag is not set, it is considered a failure (who knows what lurks on the stack now, as FinishTask wasn't called), which, in my case, triggers a transition which shouldn't happen then.
A new state is called for. The state of ChillDamnIt.