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Roadmap

Patrick Hardy edited this page Feb 17, 2020 · 10 revisions
  1. Custom Nodes
  2. Node Variables
  3. Text Properties
  4. Event Based Transitions

Create Custom Node Classes

  • States and transitions can now be extended with reusable logic in both C++ and Blueprints.

Context Menu Display

  • Register each class with a name and category so it will display on the context menu.

Instanced Logic Graphs

  • Each node still has its own graph allowing class logic to be overridden.

Graph Properties

Expose Any Variable Directly on the Node

  • 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.

Text Graph Properties

  • 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.

Event Transition Triggers

  • 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.