ah ok
so i could create an Enum of PlayerStates, and have Walking, Floating, Climbing etc…
and link each Event (tick() etc…) to a Switch on PlayerState ?
There is no need to create an enum for those playerstates, if your pawn has a CharacterMovementComponent you can access it through CharacterMovementComponent->Get Movement Mode->Switch on EMovementMode.
Yes you would have to do that for each event, there are other ways of implementing states (can’t really remember where i read about it but if i do i’ll post it here).
cool, cheers Thommie =]
last question in regards with this, with EMovementMode, how can I add a state to it, or mess with the Custom state already there ? Is that in the c++ or should it be done in BP ? If so, where ?