States and State Machines
State

Supported Properties
Graph Node
Fully supported
Animation State
Events
State Alias

Supported Properties
Graph Node
Fully supported
State Alias
Fully supported
State Machine

Supported Properties
Graph Node
Fully supported
Settings
No settings here are directly supported, all of these settings are ignored.
In terms of transitions per frame and max transition requests, crowd differs from regular ABP execution since it doesn't enforce limits. However, these transitions aren’t quite the same as Unreal’s transitions.
With Unreal, if a transition is passed through, it gets played. If we execute 3 transitions in a frame for example, these will all typically get played back, blending from one to the next
With crowd, if a transition is passed through, it’ll do nothing.
Example: If we transitioned Idle → Walk → Run states in a single frame
Unreal would keep these transitions and blends playing back over multiple frames (i.e. idle would be playing, blended with walk. The result of this would be blended with run)
Crowd will just skip out walk in the middle, and blend idle with run
Functions
Tag
Conduit

Supported Properties
Graph Node
Fully supported
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