So, this isn’t necessarily UE4 related, so not sure if I’m posting in the right forum.
The other day I had to rebuild my work-in-progress for various reasons. One thing that was sorely missing from my game was a way to manage the various states it may be in at any given time, so I thought this is the perfect opportunity to explore some solutions. I had played around with FSMs in other projects, and knew they were a very powerful way of structuring the flow of things, but I didn’t realize just how powerful they are until I implemented them for my game. I used essentially the ShooterGame state stuff as inspiration, since there are a ton of ways of implementing an FSM.
Boy. I’m telling you, state machines are so powerful, it is like night and day now. The ability to:
- Do something when the state begins
- Do something while in the state
- Do something when the state ends
is so incredibly powerful. It made almost everything related to the state of my game a breeze to setup. The flow of my game state is rock solid now, even with multiplayer (by replicating authoritative state changes to the clients, etc.)
Just some random thoughts. Curious if anyone else has had a situation like this where their brain just lit up with possibilites after discovering something cool.