Submitted 4.22 version for review.
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UFSM: Finite State Machine
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Hello Bruno,
Just updated the plugin after using it for a while and loving it.
Building the FSM in C++ from pawn constructor using the first post code example, i now trigger the error :
Code:[2019.05.17-12.18.41:513][183]FSMs: Error: [StateMachine]: 'New States' Array is zero sized. [2019.05.17-12.18.41:513][183]PIE: Error: {FSM}:: 'New States' Array is zero sized. --> FSM: Make States: [Function /Script/UFSM.StateMachineComponent:MakeStates at (ShooterPlayerStateMachine /Game/Maps/UEDPIE_0_Highrise.Highrise:PersistentLevel.
LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP
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MaximeDupart
Oh you say example from first page, that is outdated from plugin 1.x version.
There's a more up to date example here:
https://forums.unrealengine.com/unre...640#post991640
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Originally posted by BrUnO XaVIeR View PostMaximeDupart
Oh you say example from first page, that is outdated from plugin 1.x version.
There's a more up to date example here:
https://forums.unrealengine.com/unre...640#post991640LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP
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Originally posted by BrUnO XaVIeR View PostSubmitted v2.1.0 for Unreal 4.22+
WARNING!!!- "UNCHECKED" pin has been removed!
- I do not recommend upgrading to UFSM 2.1+ in middle of a project, you might have to fix a lot of Blueprint errors if you use the removed "Unchecked" pin for anything (i.e, runtime states generation)
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You probably made changes to the instance of your fsm Blueprint then you made changes to the default asset of your fsm Blueprint.
Now your state lists are different.
You should make changes to list in your fsm Blueprint only. I only made it public to "Edit Anywhere" because of a editor bug (I see I must make it defaults only again to avoid this user confusion).
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I'm working on v3.0 so any changes to that is probably coming only in v3 update.
(this is fixed on v3, I have no ETA when it will be ready tho)Last edited by BrUnO XaVIeR; 01-28-2020, 04:48 PM.
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Due to requests, in v3 I'm bringing back hierarchical FSMs, but in a "reactive" model (it's very similar to the way Unity's PlayMaker works), action-based.
This "Reactive Hierarchical State Machine" model is target for gameplay graphs (Blueprints) and isn't very C++ friendly to use (although it's still doable to implement it in pure code classes);
These nodes can be integrated with the existing FSM Component and can also have nested FSM graphs that can work as a hierarchy of FSMs to have an effective hierarchical state machine solution with editable graphs for each "Action". (I've put a lot of effort to design a system that won't cause infinite loops independent of whatever craziness you do with it)
The concept is very simple: you can create (R)FSM classes and attach them to a node, each can host how many "Actions" you need which you can also create a Blueprint graph for.
Once a FSM node is entered by your exec pins, it becomes active and starts executing it's stack of actions every frame until make the FSM exit its state:
I will also submit the usual demo project for reference, once the update arrives, this is the whole graph for the demo controller:
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v3.0 released for Unreal 4.24+, you can find updated demo project here:
UFSM_3.0.0_UE4.24_Demo.zip
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Originally posted by FaSDt1517 View Posthi, Is there a full c++ example?
but I am a bit confused on how to set up the state transition
https://forums.unrealengine.com/unre...640#post991640
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