So with 5.1 StateTree became stable and I believe it's big enough to be separated from #gameplay-ai channel, like how #lumen and #lighting/#graphics are separate from each other.
here are the reasons why I believe this:
- StateTree codebase is huge
- StateTree is a complete general purpose AI framework like Behavior Tree, but its not a part of
AIModule - As always docs are not sufficient for extending StateTree on C++ side, we're constantly having conversations about "how-to"s on #gameplay-ai
- It's extraordinary as #mass in the sense of features its introducing
- The way how StateTree handles things internally is quite different than the rest of the engine (be it custom meta specifiers and instance data types user has to write etc) and it requires people to read the source code carefully - so it's a good reason to have a specific channel to talk these things
- Recently Mieszko and Mikko (Epic staff, #gameplay-ai developers) started to involve into community and Mikko specifically contacting with people at #gameplay-ai about StateTree. It'd be helpful for both sides to share information about the API.
- It's actively being developed and each update we're probably going to need to discuss the changes more intensively than a regular #gameplay-ai talk
so TL;DR since framework itself is huge and completely separate from behavior trees, like #mass , i believe it deserves a special channel
