Skip to content

Blueprint Nodes

Patrick Hardy edited this page Jan 14, 2020 · 5 revisions

There are multiple nodes to help with state and transition logic. Right click to get the context-menu in a valid graph and search for "State Machines" to display them.

Has State Machine Reached End State

True as soon as a State Machine is in an end state (Red node with no valid transitions) This is ideal when transitioning out of a nested State Machine and you want to wait for its completion.

Has State Updated

True once a state has updated at least once.

Time in State

The total time the current state has been active. Requires correct Delta Seconds passed into Update if tick is disabled or overridden.

GetStateInfo and GetTransitionInfo

  • Retrieve blueprint friendly read only structs containing helpful information.
  • Any contained guids can be checked against the instance itself with TryGetStateInfo or TryGetTransitionInfo.