Submitted version 1.1!
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 FSMs runs on their own tick, because their context might not be an Actor or Component, so it might not have one to attach to. This new function allows to pause/resume this tick. This is done per-context, so all FSMs (and sub-FSMs) of the context are affected. A paused FSM will still receive and accumulate events, but will not process them. There’s also a function to check if the FSMs of a context are currently paused or not, just in case.
- New function to make FSMs run even if the game is paused. In version 1.0, when the game is paused all FSMs are paused. This is inconvenient if you want a FSM to drive a menu system. With this function you can have FSMs always run.
- Behaviour Tree integration. FSM and Behaviour Trees can coexist peacefully: now you can start an FSM and trigger FSM events from a behaviour tree using the two newly provided tasks.
I am preparing a new expanded example project showcasing the new features. If you want to try it without waiting for v1.1 to be published, a playable HTML5 version is available. You can even try it without buying the plugin .
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