Update 1.5
S****upports Unreal Engine 4.21 - 4.23
New Features:
Intermediate Reference Graphs
- State machine references now support an intermediate graph to allow direct control over the reference.
- The context of the reference can be changed.
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A new optional node
Get State Machine Referenceis available in this graph. -
Reference variables can be read or set from here.
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An optional entry point
On State Machine Startis available for initializing properties. -
This fires when the root state machine of the blueprint owning the reference starts.
Save & Restore States
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The guid of the active state can be easily retrieved for serialization.
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GetNestedActiveStateGuid -
To restore a state machine to its previous state it only needs the active guid and will automatically set initial states of all affected state machines.
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LoadFromState -
If the current state of a nested state machine which doesn’t contain the active state is important use
GetAllCurrentStateGuidsandLoadFromMultipleStates. -
Normally nested state machines clear their state on exit. Added
bReuseCurrentStateandbReuseIfNotEndStateflags to state machine nodes to allow this behavior to change.
Editor Settings
- Color and debug information can now be configured.
Comment Bubbles
- State nodes now support standard comment bubbles.
Added Helpers to Retrieve State and Transition Information from a State Machine Graph
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GetStateInfoandGetTransitionInfo - Retrieve blueprint friendly read only structs containing helpful information.
- Any contained guids can be checked against the instance itself with
TryGetStateInfoorTryGetTransitionInfo.
New Common State Machine Events
- Added OnTransitionTaken, OnStateChange, and OnStateMachineUpdated events to instances and components.
- State and transition events include the new blueprint friendly structs as parameters.
**Replace With… **
- Added
Replace Withsub menu for converting the selected node to another type while preserving transitions. - This is destructive to the node and its contents.
Changes:
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State nodes will better validate and display errors.
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State machine references will no longer default to an empty nested state machine when a reference is forcibly deleted and instead stay in an error state to allow the reference to be changed.
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Organized blueprint functions into different categories.
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Blueprint helper nodes will now display which state they represent.
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State machine instances have more general helper functions exposed in C++ and blueprints to retrieve information such as current states or all referenced instances.
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Improved descriptions of Tick overrides to better reflect what they actually change.
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They have always affected the Update rate of a state machine but do not affect overloaded Tick functions.
New Platforms Whitelisted:
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Development
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Linux
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Runtime
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Linux
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PS4
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XboxOne
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Switch
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TVOS
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Linux has been tested and is supported. No testing has been performed on the other platforms.
Bug Fixes:
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Fixed state machine references ticking independently of the parent which could cause state machines to update twice per tick.
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Added
bAllowIndependentTickwhich defaults to false andbCallTickOnManualUpdatewhich defaults to true. -
The new default behavior should fix the issue while not breaking uses of Tick overload on references. However be sure the Parent Tick is still called if you overload Tick.
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Fixed
Promote to Variablenot displaying on some node pins.