GC FSM v1.1 available on the Marketplace
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 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.