States and State Machines
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Fully supported
Fully supported
Fully supported
Fully supported
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 arenât quite the same as Unrealâs 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, itâll do nothing.
Example: If we transitioned Idle â Walk â 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
Fully supported
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Animation State
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Graph Node
State Alias
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