There is this plugin “ControlFlows”
what this does? how to use it? where it is?
there is little to absolutely no info online. I can’t seem to find it inside unreal.
There is this plugin “ControlFlows”
what this does? how to use it? where it is?
there is little to absolutely no info online. I can’t seem to find it inside unreal.
https://unrealengine.hatenablog.com/entry/2023/01/29/211937
check this link!
It is Japanese written. I recommend to use chrome site translater (right click on the site → translate to English button click)
Those asyncronous operations are really delicate to use, this appears to be a way to keep them separate from the main code, instead of having them inside various classes.
I will be curious to see how it works in lyra, I need to check that
In Lyra, ULyraFrontendStateComponent has an example:
void ULyraFrontendStateComponent::OnExperienceLoaded(const ULyraExperienceDefinition* Experience)
{
FControlFlow& Flow = FControlFlowStatics::Create(this, TEXT("FrontendFlow"))
.QueueStep(TEXT("Wait For User Initialization"), this, &ThisClass::FlowStep_WaitForUserInitialization)
.QueueStep(TEXT("Try Show Press Start Screen"), this, &ThisClass::FlowStep_TryShowPressStartScreen)
.QueueStep(TEXT("Try Join Requested Session"), this, &ThisClass::FlowStep_TryJoinRequestedSession)
.QueueStep(TEXT("Try Show Main Screen"), this, &ThisClass::FlowStep_TryShowMainScreen);
Flow.ExecuteFlow();
FrontEndFlow = Flow.AsShared();
}
Looks like each step gets passed a subflow variable it uses to continue:
SubFlow->ContinueFlow()
thank you, can you expand your explanation like I don’t know to code