A major breakthrough in version 1.4 of GC FSM avaiable now on the Unreal Marketplace: network replication! Now you can have your replicated actors run one or more FSMs and all the proxies are automatically kept in sync with the authority with minimal effort! All is performed behind the scenes with reliable RPCs. And it ...Read more
I’m pleased to announce that I have implemented support for FSM network replication in GC FSM. I am now in the process of the final testing and writing documentation for the new feature. The modifications were quite extensive, so my first priority is to not introduce regression in the current feature set. The new feature ...Read more
Version v1.1 of GC FSM is now available on the Unreal Marketplace. The Example Projects page page has been updated with a new project showcasing the new features. The documentation pages will updated soon. Here are the new features in v1.1, in case you missed them: Support for Unreal 4.18, since I know a lot ...Read more
I’m pleased to announce that I’ve submitted version 1.1 of the plugin yesterday. I’ll make a further announcement when it will be published. New things in this version: Support for Unreal 4.18, since I know a lot of you are still using it. New function to pause/resume all the FSMs of a specific context. All ...Read more
The example project has been recreated from scratch using Unreal 4.19. This version fixes the missing dependency with the GC FSM plugin as downloaded from the Marketplace. On the other hand I added some functional tests that will help me check future releases, to avoid breaking changes. Get the example project here.
Tags gcfsmRead more
I am pleased to announce that version v1.0 of GC FSM is now available on the Unreal Engine Marketplace. The published version supports Unreal 4.19, but the code base is perfectly compatible with Unreal 4.18. I’ll make sure to upload a separate 4.18-compatible version in the next update, so that support is properly advertised. Also, ...Read more