I will submit version 1.7.0 (Unreal 4.18++) for review soon
This update adds several new Nodes of “Set State” function, for productivity reasons, as requested.
New Nodes can execute ‘callback’ Events and some can be executed as a timed asynchronous task:
The Async Nodes of Set State function can only be executed inside of a Blueprint Graph from a FSM Component, because many tiny little reasons;
They won’t be usable within your Character BP for example, but you can call them just fine within your FSM’s Blueprint Graph:
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You can easily create and attach Custom Events to callback pins by click-dragging from them on BP Graph (Blueprints are awesome):
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Improved the internals of “Auto Flow” system and Editor’s “Generate +Functions” button.
Now Plugin’s runtime is capable of invoking your State functions with a “State Info” struct parameter. (if ‘Auto-Flow’ Project Setting is enabled)
The struct is fed automatically by the runtime and you get, inside exec functions, information such as current and previous State ID without having to call additional nodes for that;
Execution functions that are automatically created by the “Generate +Functions” (from enum that you set in Details Panel) have now the output pin “State Info” auto inserted on function’s main node for you:
“State Info” can tell your ‘On Exit’ exec function which is next State to be set and what is its name, *before *‘On Exit’ has actually broadcasted its events and finished its execution cycle:
Your current exec functions without “State Info” will still work with Auto Flow setting so no worries there, but if you wish to update them the easiest way is to rename your current ones, regenerate exec functions then copy nodes from old Graph to the new one with “State Info” already implemented:
If, for whatever reason, you have Auto Flow disabled it’s still possible to reproduce the same “State Info” but you’ll have to manually setup your Graph for each of your On XXX functions and create the Info manually: