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Transitions
Transitions are automatically created when connecting two states. They are sorted based on priority with the lowest number evaluating first.
The primary condition logic of a transition. This must consist of pure Blueprint functions and evaluate to true or false.
An optional node which will only execute if this transition has evaluated to true and is being taken to the next state.
When the state leading to the transition is entered.
When the state leading to the transition is exited.
Before each evaluation. Performance warning
After each evaluation. Performance warning
Using optional nodes it is possible to bind to events.
Clicking on a transition will let you configure any properties of that transition.
Lower numbers take priority. They are sorted once on State Machine initialization and evaluated in that order. Once a transition evaluates to true processing will stop and that transition will be taken.
If false the transition is never evaluated and can never be taken. This can be read/set in the transition blueprint graph .
It is possible to have a state link to itself. Right click on the state and choose Link to Self. This transition will evaluate like any other transition and the state will call its End logic and then call its Begin logic.