This guide provides step-by-step instructions for integrating the State Manager System into an Unreal Engine 5 project, enabling state management for actors in Action RPGs. Users will learn how to set up the system, configure default states, and test state transitions using demo assets. The guide focuses on enabling the system to function as it does in the demo content, ensuring developers and designers can quickly implement state-driven behaviors for characters or AI.

Prerequisites

  • Unreal Engine 5.3 or later.
  • Gameplay Tags plugin enabled (default in UE5.3+).
  • A pawn or actor Blueprint (e.g., BP_PlayerCharacter or BP_EnemyAI) for state management.
  • Optional: Enhanced Input System for input-driven state transitions.

Integration Steps

  1. Migrate the State Machine Folder:

    • In the Unreal Editor, open the demo project containing the State Manager System.
    • In the Content Browser, locate the StateMachine folder (containing BP_StateManagerComponent, BP_BaseState, BP_StateMachine, etc.).
    • Right-click and select Migrate, then choose your project’s Content directory.
    • Ensure all dependencies (e.g., Blueprints, Data Assets) are copied correctly.
  2. Add BP_StateManagerComponent to Actor:

    • Open your target actor Blueprint (e.g., BP_PlayerCharacter or BP_EnemyAI).
    • In the Components panel, click Add Component and select BP_StateManagerComponent.
    • Verify the component is added in the Details panel.
  3. Configure Default States:

    • In the Details panel of BP_StateManagerComponent, set the Default State property to a Gameplay Tag (e.g., State.Idle) from the demo content.
    • In the State Classes array, add default state classes from the demo (e.g., BP_State_Idle, BP_State_Attack).
    • Leave other properties (e.g., bTrackStateActiveTime) at default values for initial setup.

Note:

When using the State Manager within Advanced ARPG Combat, the Player Info Data Asset and Enemy Info Data Assets are used to configure default states for Enemies and Players

  1. Set Up State Transitions:

    • Open the demo BP_StateMachine (e.g., BP_BehaviorStateMachine for AI or BP_CombatStateMachine for players).
    • Ensure it is assigned to the BP_StateManagerComponent via Run State Machine By Class in demo logic or manually in the Details panel.
    • Verify demo states reference the BP_StateMachine for transitions (no changes needed for default setup).
  2. Integrate with Input (Optional):

    • For input-driven states (e.g., player attacks), ensure an Input Mapping Context (e.g., IMC_Combat) is set up in Project Settings > Input.

    • In BP_PlayerCharacter, bind input actions to trigger state changes:

      Enhanced Input Action (IA_Attack, Triggered) -> Get Component By Class (Class: BP_StateManagerComponent) -> Enter State By Tag (StateTag: State.Attack)
    • Apply the IMC_Combat on Event BeginPlay:

      Event BeginPlay -> Get Player Controller -> Add Mapping Context (IMC_Combat)
  3. Test with Default Assets:

    • Place the configured actor (e.g., BP_PlayerCharacter or BP_EnemyAI) in a level.

    • For AI, use the demo BP_BehaviorStateMachine to test transitions (e.g., State.Patrol to State.Chase).

    • For players, trigger input actions (e.g., IA_Attack) to enter states like State.Attack.

    • Verify state changes by observing On State Begin and On State End events:

      BP_StateManagerComponent -> On State Begin (StateTag) -> Print String (Text: Entered State: StateTag)
    • Test transitions by sending events to the state machine:

      Event Tick -> Get Component By Class (Class: BP_StateManagerComponent) -> Send Event To State Machine (EventTag: Event.EnemyDetected)
    • Confirm the actor transitions between demo states (e.g., State.Idle to State.Attack) as expected.

Troubleshooting

  • States Not Triggering:
    • Verify BP_StateManagerComponent is added to the actor and not disabled.
    • Ensure Default State and State Classes are set with valid Gameplay Tags or classes from the demo content.
    • If using the State Manager with Advanced ARPG Combat, ensure the Defaut State and State Classes are configured through the proper Info Data Assets.
    • Check that Enter State By Tag or Enter State By Class uses correct tags or classes.
  • Transitions Not Occurring:
    • Confirm BP_StateMachine is assigned and referenced in Run State Machine By Tag or Run State Machine By Class.
    • Ensure Send Event To State Machine uses valid EventTag values defined in the demo BP_StateMachine.
    • Verify CanEnterState conditions in state classes allow transitions.
  • Input-Driven States Not Working:
    • Check that IMC_Combat is applied via Add Mapping Context on Event BeginPlay.
    • Ensure input actions call Enter State By Tag with the correct StateTag.
  • AI Behavior Issues:
    • Verify BP_BehaviorStateMachine is set up in BP_EnemyAI’s BP_StateManagerComponent.
    • Confirm AI events (e.g., Event.EnemyDetected) are sent to trigger transitions.

Best Practices

  • Workflows:
    • Use demo states (e.g., BP_State_Idle, BP_State_Attack) to test functionality before adding custom states.
    • Organize Gameplay Tags hierarchically (e.g., State.Combat.Attack, Event.AI.Detected) for clarity.
    • Bind On State Begin and On State End early to debug state changes during testing.
  • Pitfalls to Avoid:
    • Don’t leave Default State empty; always set a valid Gameplay Tag to avoid undefined behavior.
    • Avoid duplicating StateTag values across states to prevent conflicts.
    • Don’t call Enter State By Tag without ensuring CanEnterState conditions are met.
  • Performance Considerations:
    • Disable bTrackStateActiveTime for states that don’t require time tracking to optimize performance.