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Roadmap
Patrick Hardy edited this page Feb 17, 2020
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10 revisions
- States and transitions can now be extended with reusable logic in both C++ and Blueprints.
- Register each class with a name and category so it will display on the context menu.
- Each node still has its own graph allowing class logic to be overridden.
- Each exposed property becomes an instanced graph.
- Setting default values here will automatically set the default values of the node template.
- This allows editor specific logic to apply, such as changing the icon based on an enum, number, etc.
- Variables or pure return functions can be drag & dropped on to the node.
- Creates an instanced graph that returns formatted text.
- Drag and drop member variables or pure blueprint functions with a return value over the text box to auto place them in the graph.
- If the value isn't already text it tries to auto cast it.
- To evaluate the graph you just have to break the struct and retrieve the
Result
text variable.
- Transitions can now auto bind to multicast delegates in the state machine or on the context.
- When the transition succeeds it will automatically update the state machine which means it's possible to disable tick all together.
- Select the delegate name from a drop down on the transition.
- This will automatically create new event nodes within the transition graph.
- When you compile these nodes automatically expand similar to this.
- Delegates on the context can also be bound to.
- The context class must be chosen as this information is only known at run-time.