Authoring in the editor
The intended workflow is data, not code for the graphs themselves — you register the leaf logic once, then build and tune the machines/trees visually:
- In the Content Browser, create a State Machine (
.esfsm) or Behavior Tree (.esbt) asset and double-click it to open the node-graph editor. - Add states/nodes, drag to connect them, and fill each leaf’s action or condition with one of your registered names. Set transition conditions, triggers, and blackboard guards in the inspector.
- On the agent entity, set
StateMachineAgent.fsm(orBehaviorTreeAgent.bt) to the asset’s path.
The asset is referenced by path and preloaded with the scene, so the graph is
registered before the agent first ticks — no registerFsm/registerBt call needed.
Because both paradigms resolve leaves from the same registry, you can prototype an
enemy as a state machine and later swap in a behavior tree (or run both) without
touching your action/condition code.