Unreal StateTree AI 🤖, UI Toolkit Tooltips 🧰

Feb 11, 2026

🌍 Big Worlds & Smart Systems

Earth-Sized Planets in Unity: hoahluke’s DOTS Terrain Tech

Unity developer hoahluke has unveiled a planetary-scale terrain system that replaces traditional heightmaps with an icosahedron-based mesh, where triangular patches subdivide dynamically for LOD. Running entirely on the CPU with Burst and DOTS, it supports planets from 830 km-radius test worlds up to Earth-sized bodies while keeping collider generation straightforward. Next on the roadmap: sharper distant rendering using pre-rendered global maps and populating these worlds with trees, vegetation, and rocks.

Inside Unreal’s StateTree: Next‑Gen AI and Gameplay Logic Explained

Unreal Engine’s StateTree isn’t just for AI—Epic shows how it can drive animation, UI, quests, dialogue, and cameras, all from a unified hierarchical state machine. The team dissects core concepts like linked trees, global tasks vs evaluators, utility-based selection, and the schedule-tick system that keeps thousands of NPCs efficient. Titan’s open-world NPC behaviors serve as concrete examples you can study and reuse. If you’re still on Behavior Trees, this episode explains why all new investment is shifting to StateTree.

🧰 Polished UI & Runtime Tools

From Editor to Runtime: Building Polished Tooltips in UI Toolkit

Unity’s UI Toolkit tooltip property works like magic in the Editor—but at runtime it’s just data unless you wire it up. This tutorial walks through a clean, event-driven pattern: a single tooltip visual element, a controller that listens to pointer events, and no per-element setup beyond setting tooltip text. You’ll learn to position tooltips by the cursor, show/hide based on hover targets, and add a delay using the scheduler. Drop this pattern into any UI Toolkit-based game UI for instant UX polish.

Shipping a Blueprint‑Heavy RPG: How Expedition 33 Reached Consoles

Sandfall Interactive walks through the messy, real-world journey of taking Clair Obscur: Expedition 33 from a tiny Blueprint prototype to a multi-platform console release. The talk covers how they empowered technical designers, validated huge amounts of content, and kept a mostly Blueprint codebase stable. They dig into hard shipping problems: tracking build size, building initial PlayGo/StreamingInstall chunks with custom tools, and versioning save files so post-launch patches don’t break players’ progress. It’s a candid, highly practical look at what “actually shipping” an Unreal game entails.

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