A bunch of ideas, feature requests and bugs that I’ve been jotting down over the past few weeks of working intensely with StateTrees in UE 5.5.1. I absolutely love this tool and I want to see it succeed as the new defacto-standard for doing gameplay & UI logic, not just AI.
Please feel free to add comments or queries to this document.
Also, if anyone from the StateTree team is reading this: I’m not just tossing these over the wall and hoping someone else will deal with it; I’m very willing to contribute upstream with any of these, but I’m not sure the process. Reach out to me on bsky if I can help more directly or if any of these require clarification.
Update: I've been working on a plugin that addresses some of these requests: Extended State Tree
Plugin is open source, free to use, MIT licenced.
0.0 delay time always resets to 1.0 on duplicate/pasteObject Is Valid, Object Equals & Object Class Is. It prepends the <s>Not</s> correctly for the other built-in conditions. This is super frustrating as it makes me repeatedly recheck whether I set up the condition around the wrong way.“Try Select Children At Random” is completely broken (with a misleading crash) on 5.5.0 and 5.5.1. This is fixed upstream, but I was disappointed that it didn’t ship with the 5.5.1 hotfix.* next to the tab name every time they’re opened).check(PropertyName == Z) in FVectorStructCustomization::GetSortedChildren details customisation.