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  • State
  • State Alias
  • State Machine
  • Conduit

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  1. CREATION
  2. Unreal Development
  3. Features & Guides
  4. Crowd Rendering
  5. Crowd Animation
  6. Crowd Anim Blueprint
  7. Reference Guide - ABP Nodes

States and State Machines

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Last updated 1 month ago

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State

Supported Properties

    • Fully supported

State Alias

Supported Properties

    • Fully supported

    • Fully supported

State Machine

Supported Properties

    • 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 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

Conduit

Supported Properties

    • Fully supported

Graph Node

Animation State

Events

Graph Node

State Alias

Graph Node

Settings

Functions

Tag

Graph Node

State Properties
State Alias Properties
State Machine Properties
Conduit Properties