GC FSM - Event-driven, hierarchical finite state machines in blueprint

Hi @Serasaw, I apologize for the late answer. It’s not 100% clear from the video, could you explain the problem in words? As far as I can see, the problem appears to be triggered in the branch node that is executed before even arriving at a GC FSM node, so I am inclined to believe it is not related to GC FSM at all.

I am happy to announce that GC FSM now supports UE 5.0

can you do some video tutorials please ? New to Unreal coming from unity/playmaker and well missing the basic’s that a video would cover pretty well, just find the correct reference in blueprint is ,… easy if you know how but HARD if your a newbie …

currently, All I want to do is set float in a blueprint with GC FSM and I’m finding it hard.

1 Like

All I want to do is set float in a blueprint with GC FSM and I’m finding it hard.

Well… with all due respect, “setting a float” is a very basic skill in blueprints and unrelated with GC FSM. I believe topics like these are best covered by the entry-level tutorials you can find in the Unreal Engine learning resources (for example, this one https://dev.epicgames.com/community/learning/courses/xrm/blueprints-beginplay/ryZ7/overview-blueprints-beginplay).

Well… with all due respect, I worked it out fairly quickly but a video tutorial would help alot for anyone who purchased the plugin.

1 Like

Just in case you are waiting for it, a version supporting Unreal 5.2 has been submitted today and will be avaiable on the Marketplace shortly.

1 Like

Hi Alberto, Thank you for that awsome plugin!

I dont know if this thread is still active and this is the right place for support.

Is there a way if you double click on a state with a variable/plugged in state class,
to open that Blueprint? Currently it is opening the class that is set before plugging in a variable.


Thank you for your help.