Actually, Mac and iOS were (and still are) unofficially supported on all versions of GC FSM, but they couldn’t be advertised due to a technical issue in the Unreal 4.18/4.19 toolchain. The issue have been fixed in Unreal 4.20 and now GC FSM is available on all platforms!Read more
Sorry to have kept you waiting, but version 1.5 of GC FSM is now available on the Unreal Marketplace. This version adds a new feature called Submachine State that allows to you to easily create a multi-layer FSM without having to subdivide the logic in multiple classes. Be sure to read the documentation page and ...Read more
A major breakthrough in version 1.4 of GC FSM available 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
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.
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