Features:

  • The definition of a state machine is done entirely in the blueprint editor and can coexist and mix with “normal” blueprint logic. GC FSM does not rely on the behaviour tree or the animation editor, so blueprint logic stays where it should be.
  • You can create re-usable state classes for recurrent tasks both in blueprint and in C++. Blueprint state classes can run state machines too, allowing a natural hierarchical structure.
  • Transitions between states are triggered by events, allowing you to de-couple the logic and complexity of the state machine from the higher-level game logic.
  • Any object can run state machines, not just actors. You don’t need to jump through hoops to create a state machine in non-actors, such as actor components. An object can run multiple state machines at the same time.
  • You can debug state machines within the blueprint editor itself and monitor the flow of events in the Unreal Visual Logger. 

Network Replicated: Yes

Supported Platforms: All. (Mac and iOS support requires Unreal 4.20 or later)

Documentation: http://gamecentric.com/gcfsm

Example Project: http://gamecentric.com/gcfsm/gcfsm-example-projects

Support Thread: https://forums.unrealengine.com/unreal-engine/marketplace/1460028

特征:

  • 状态机的定义完全在蓝图编辑器中完成,可以与”正常”蓝图逻辑共存和混合。 GC FSM不依赖于行为树或动画编辑器,因此蓝图逻辑保持在应有的位置。
  • 您可以在蓝图和C++中为循环任务创建可重用的状态类。 蓝图状态类也可以运行状态机,从而实现自然的层次结构。
  • 状态之间的转换由事件触发,允许您将状态机的逻辑和复杂性与更高级别的游戏逻辑解耦合。
  • 任何对象都可以运行状态机,而不仅仅是actor。 在非actor(如actor组件)中创建状态机不需要跳过箍环。 一个对象可以在同一时间运行多个状态机。
  • 您可以在蓝图编辑器中调试状态机,并在虚幻可视化记录器中监控事件流。 

网络复制:是

支持的平台:全部。 (Mac和iOS支持需要Unreal4.20或更高版本)

文件: http://gamecentric.com/gcfsm

示例项目: http://gamecentric.com/gcfsm/gcfsm-example-projects

支持线程: https://forums.unrealengine.com/unreal-engine/marketplace/1460028

GC FSM is a plugin for Unreal® Engine that allows you to create event-driven, hierarchical finite state machines directly in blueprints.

Why do you need FSMs when you have behaviour trees, you ask? BTs are great, but they require quite a bit of machinery. For instance, BTs must be run by an AIController and also need a Pawn actor. But there are tasks that have complex logic that are not “behaviours” in the strictest sense and that are not logically run by an “enemy”. Think about menus, puzzles or even parts of the logic of your PlayerController. Can you use BTs for those? Probably yes, but not without making it more complicated than it should be. GC FSM allows you to implement those tasks using FSMs right in blueprints, for all kind of objects: actors, components, widgets, etc. with ease and without any gimmick to use a tool clearly designed for something else.

GC FSM是虚幻引擎的插件,允许您直接在蓝图中创建事件驱动的分层有限状态机。

你问,当你有行为树时,为什么需要FSMs? BTs很棒,但它们需要相当多的机器。 例如,BTs必须由AIController运行,并且还需要一个Pawn actor。 但是有些任务具有复杂的逻辑,从最严格的意义上讲不是”行为”,并且在逻辑上不是由”敌人”运行的。 想想菜单、谜题甚至玩家控制器逻辑的一部分。 你能用基站做那些吗? 也许是的,但不是没有使它比它应该更复杂。 GCFSM允许您在蓝图中使用FSMs来实现这些任务,用于所有类型的对象:actor、组件、小部件等。 轻松和没有任何噱头使用一个工具明确设计的其他东西。

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