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    #16
    Version 1.5.3 is online, another minor release to fix a few bugs.

    First of all, there was a regression on Unreal 4.20: under certain circumstances, FSMs would stop and disappear unexpectedly. It turned out the problem was caused by the recent optimizations in the garbage collector. Many thanks to users eanticev, Albie_123 and woodzong for their very detailed reports that allowed me to found the bug in no time!

    Second, nativization of blueprint including FSMs didn’t work properly and is now fixed. Thanks to user eanticev for the report.
    Gamecentric

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      #17
      Long time no see! It took so long but version 1.6 is now available with some new features! You can now save the state of the FSMs of your object and then restore the exact state at a later time. Snapshot objects are convertible to/from strings so you can also use them to serialize FSMs states. More info at http://gamecentric.com/gcfsm/saving-and-restoring-fsms/

      Enjoy!
      Gamecentric

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        #18
        Another “new feature” release in less than a month! Version 1.7 introduces the possibility to have Submachine States remember their history when exited, so that the next time they are re-entered they will start from where they were interrupted instead of re-starting from scratch! If you know what a Deep History Pseudo-state is in UML, well… that’s basically the same! The feature exploits internally the FSM snapshots that were introduced in v1.6. I have updated the Submachine State documentation page with info about the new feature.

        A minor bugfix also: now if, while restoring a snapshot, a running FSM is already in the right state, that state is not exited and re-entered.

        And don’t forget to have a look at the updated example project!
        Gamecentric

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