PaperZD State machine and Event system extension for Paper2D

Hey falola, i just replied to your PM, but i’ll copy it here:

You cannot change the AnimBP in runtime, mainly because i just haven’t coded that use case yet. Which use case are you trying to solve? i’ll check if i can add that feature on the next release, but i’ll have to test it throughly, because AnimBPs aren’t a packaged runtime object (aren’t loaded on packaged games), so i’ll have to test if the code would work on a build

Updated demo project.

Thanks for all those who let me know it didn’t work on newer engine versions.
Demo project opens with 4.21 at least.

Hey, thanks for creating this plugin, I had a question and a potential bug Ive found, bug first:

For some reason shortcuts arent working when Im using the animation graph (stuff like F2 to rename, C to comment, etc), when I do press F2 in the animation graph, it opens up the node Ive selected to the animation attached to it, and when I switch back, the name of the node is selected and changeable. Am I missing something here? (basic commands like copy paste, etc, are all working fine though) ((and with further testing, stuff like align nodes in multiple ways works too))

and also, is it possible to set or play flipbooks to a certain frame or event? Any fine control of a flipbook assigned to a node? I just feel weird about having 6 different nodes for each idle facing state of a character in isometric, for example. Something that could be solved by having all of the idle states in a single flip book and just switch or play back & forth.

Thanks!
Tom.

Hi there!
Yes, that’s a known issue… i haven’t been able to bind the shortcuts on the editor for some reason, the commands just don’t get bound.
Hopefully i can get onto fixing those issues soon, when i have the time.

Regarding the playback and how it interacts with the flipbook itself, the default animation sequence only supports one flipbook, and the animation state doesn’t let you choose more than one animation state. I’m working on an isometric kind of game eventually and will hop onto solving that issue at hand. In the meantime, what other projects do is create their own AnimationSequence and change them so they support multiple animations and just change them depending on where the character is facing. That would need some C++ knowledge though.

Hope that answers some questions, sorry for the delay answering, the forums don’t notify me when i get new answers and i’m mostly on discord lately.

If you have more questions let me know, i’ll do my best to help out!

Thanks for the replies, I didn’t get a notification either, super annoying… Maybe I’ll find you on discord -if that is fine- and ask my questions should I have any more directly. Thanks for a great plugin so far, though!
Tom.

You can join our discord… cheers!

Version 1.3.5 uploaded:
Supported engine versions: 4.24, 4.25, 4.26.

  • Small QoL bugfixes.

**** Note ****
New version 1.4 will come pretty soon after this one, which will be a more “juicy” update. I had to release a quick incremental update to support UE4.26 though.

Be safe,
Cheers

Awesome I just installed 4.26 today.

Nice!
When it passes the review it will be available for download.
Let me know if any issues do arise though.

Cheers!