GC FSM

Submachine States

Layering FSMs the easy way A third alternative to the state classes has been introduced in v1.5 of GC FSM. Similarly to Local States, the intent is to avoid creating separate implementation classes, with the main difference that the new state runs a sub-FSM defined in the same object as the state node.  In order ...


GC FSM on Sale!

in GC FSM. Posted 5 June 2018
GC FSM participates to the Unreal Marketplace Summer Sales and is now available at a 30% discount for a limited time! GC FSM brings you the expressive power of hierarchical, network replicated, finite state machines in your blueprints.

Network Replication

Network replication Starting from GC FSM v1.4, FSMs can be replicated over the network. The feature uses reliable RPCs to replicate state changes from the server to the clients. In order to replicate an FSM, there are a few pre-requisites: The context object must be an Actor (i.e.: either the FSM is defined on the ...


Network replication is coming!

in GC FSM. Posted 25 May 2018
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 ...

Local States

Keeping the logic near the data An alternative to the state classes has been introduced in v1.2 of GC FSM. Instead of creating a separate class, you can have handle the state logic right in the event graph of the object running the FSM. In order to create an FSM Local State, right-click on the ...