Hi, I’ve been trying to figure out the ideal way to create a state machine which controls what gameplay mode we’re in and, say, how the players react to inputs, how AI acts, etc. I’ve already tried a couple things without much success, like swapping the PlayerController on the fly, or enabling/disabling ActorComponents. The most frequent answer I’ve seen online is to simply switch on some state enum, but to me, that seems very hard to maintain. The only mention of state machines in the Unreal documentation is regarding animation SMs, but I’m not understanding how to tie in a gameplay SM.
What exactly is the right way to go about this in Unreal 4?
Thanks!
Papa D.