I’ve been searching for a while, but documentation on how to properly use these are lacking to say the least.
Current Set Up:
I have a custom game mode and controller. The player operates a ‘selected’ Pawn, while the others are essentially Ai bots, that determine what to do based on the current state of play (pre-action/action/post-action/etc).
What I want to accomplish:
I want my game to be able to transition between multiple states of play, so that I can avoid lots of nested ifs in a blob class. I originally thought about writing my own state machine, and using it in combination with the player controller, but eventually this will need to be multiplayer, and so scalability (sp) and compartmentalization are a priority.
Am I better off writing my own state machine to handle gameplay? If not, what is the proper way of setting up and using the game state class in unreal?