It seems like a long shot, but can StateTrees be used outside of the game thread? I have an enormous number of AI enemies, most of whom are already not actors but primitive meshes, and I’d like to manage at least their core behavior in a threaded manner. Can I use StateTree for this? Or BehaviorTrees? If not, what particulars of their construction re: data read/write are going to be most prohibitive? If so, is there a guide, library, or plugin I could use?
Covered CA I’m quite comfortable with C++, or as comfortable as a sane person can be.