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Blueprint Nodes
Patrick Hardy edited this page Jan 14, 2020
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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.
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.
True once a state has updated at least once.
The total time the current state has been active. Requires correct Delta Seconds passed into Update if tick is disabled or overridden.
- Retrieve blueprint friendly read only structs containing helpful information.
- Any contained guids can be checked against the instance itself with
TryGetStateInfo
orTryGetTransitionInfo
.