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Transitions

Patrick Hardy edited this page Sep 7, 2019 · 4 revisions

Transitions are automatically created when connecting two states. They are sorted based on priority with the lowest number evaluating first.

Evaluation

Can Enter Transition

The primary condition logic of a transition. This must consist of pure Blueprint functions and evaluate to true or false.

Optional Nodes

On Transition Entered

An optional node which will only execute if this transition has evaluated to true and is being taken to the next state.

On Transition Initialized

When the state leading to the transition is entered.

On Transition Shutdown

When the state leading to the transition is exited.

On Transition Pre-Evaluate

Before each evaluation. Performance warning

On Transition Post-Evaluate

After each evaluation. Performance warning

Using optional nodes it is possible to bind to events. image

Properties

Clicking on a transition will let you configure any properties of that transition.

Priority Order

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.

Can Transition Evaluate

If false the transition is never evaluated and can never be taken. This can be read/set in the transition blueprint graph .

Self Transitions

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.