Gameplay Framework question: Decision Tree / Behavior Tree / GameState / PlayerState?

Hi, in my (first) attempt to do a game in pure BP, my character can for instance:

  • Run freely
  • Drive different cars
  • Control (‘drive’) different ‘hovercars’
  • Himself be in quite different states

’ ish…

It’s all pretty straight forward and supported by the awesome framework, I love it! No problems at all.

However, as for instance a Level BP is holding a trigger that might do something to the player and might cause something to be written to an UI that he might hold, all depending on the players ‘state’ (as listed in examples above)… you might imagine that there’s a whole lotta casting and ‘various methods of blueprint interaction’ going on.

It’s turning into a spiders web! Multiple steps from trigger to action.

So, it appears to me that the whole game needs a form of ‘Decision tree’ somewhere in the PlayerState/GameState… but no matter how I try and sort things out, in total it all turns into a terrible tangled mess of said ‘blueprint means of communication’.

I fell there ‘must’ be a form of … something like the Behavior Tree … to set op the ‘overview’ of the game somehow.

I’ve even considered using a Behavior tree, but it appears to be so tuned into making one pawn AI, not to be the center of a whole lot of pawns switching on / off or general ‘Player Controller management’.

Should I just get down to it and make my own using a Gate or something? (I’ve tried several times, but always ends up in something appearing much too complex with everything writing to everything to give an actual overview)

Thanks a bunch for any input you might have :slight_smile:
Cheers.