States and State Machines

State

State Properties

Supported Properties

  • Graph Node

    • Fully supported

  • Animation State

  • Events

State Alias

State Alias Properties

Supported Properties

  • Graph Node

    • Fully supported

  • State Alias

    • Fully supported

State Machine

State Machine Properties

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

Conduit Properties

Supported Properties

  • Graph Node

    • Fully supported

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