GC FSM

GC FSM v1.7: Submachine States with History

Another “new feature” release in less than a month! Version 1.7 introduces the possibility to have Submachine States remember their history when exited, so that the next time they are re-entered they will start from where they were interrupted instead of re-starting from scratch! If you know what a Deep History Pseudo-state is in UML, ...

GC FSM v1.6: Save & Restore

in GC FSM. Posted 27 August 2019
Long time no see! It took so long but version 1.6 is now available with some new features! You can now save the state of the FSMs of your object and then restore the exact state at a later time. Snapshot objects are convertible to/from strings so you can also use them to serialize FSMs ...

Saving and Restoring FSMs

Saving FSMs states You can save the state of all FSMs of a context or state object by using the Make FSM Snapshot node. All sub-FSMs are considered, recursively. The result is an opaque FSM Snapshot object that you can later use to restore the state. Only FSMs that are currently running are saved. FSMs ...


GC FSM v1.5.3: bug fixing time!

in GC FSM. Posted 20 August 2018
Another minor release to fix a few bugs. First of all, there was a regression on Unreal 4.20: under certain circumstances, FSMs would stop and disappear unexpectedly. It turned out the problem was caused by the recent optimizations in the garbage collector. Many thanks to users eanticev, Albie_123 and woodzong for their very detailed reports ...

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.