Blueprintable Finite State Machine System.
Blueprint Actor Component Based.
Event-Based Tasks/Actions can be Broadcasted.
Supports Enumerators as State ID.
Supports Runtime State-Machine Creation/Deletion.
Supports Runtime State-Machine Event Bindings.
State Machines can Tick and Track Update Time.
FSM Properties can be Replicated.
Get/Set States from C++, Blueprints, Animation Graphs, Behavior Trees.
Demo:
Documentation:
可蓝图的有限状态机系统。
基于蓝图Actor组件。
可以广播基于事件的任务/操作。
支持枚举器作为状态ID。
支持运行时状态机创建/删除。
支持运行时状态机事件绑定。
状态机可以打勾并跟踪更新时间。
可以复制FSM属性。
从C++、蓝图、动画图、行为树中获取/设置状态。
示范:
文件:
UFSM is a simple, yet powerful, Finite State Machine system which allows you to manipulate Actor States through Animation Graph's State Machines, Behavior Tree Tasks, Blueprint Graphs, or C++ Native Code.
Finite State Machines allows for more logic encapsulation and cleaner code architecture in general, drawing systems design and debugging easier on the long run.
Features:
* Blueprintable Finite State Machine System.
* Blueprint Actor Component Based.
* Event-Based Tasks/Actions can be Broadcasted.
* Supports Enumerators as State ID.
* Supports Runtime State-Machine Creation/Deletion.
* Supports Runtime State-Machine Event Bindings.
* State Machines can Tick and Track Update Time.
* FSM Properties can be selectively Replicated on Multiplayer Games.
* Get/Set States from C++, Blueprints, Animation Graphs, Behavior Trees.
[NOTE]:
- Updates are released for latest two versions or Unreal Engine only.
- If you don't have latest Unreal Engine installed then you don't have latest Plugin version.
UFSM是一个简单但功能强大的有限状态机系统,允许您通过Animation Graph的状态机、行为树任务、蓝图图或C++本机代码来操作Actor状态。
有限状态机允许更多的逻辑封装和更干净的代码架构,从长远来看,绘图系统的设计和调试更容易。
特征:
*可蓝图的有限状态机系统。
*基于蓝图Actor组件。
*可以广播基于事件的任务/操作。
*支持枚举器作为状态ID。
*支持运行时状态机创建/删除。
*支持运行时状态机事件绑定。
*状态机可以打勾和跟踪更新时间。
*FSM属性可以在多人游戏中选择性地复制。
*从C++,蓝图,动画图,行为树获取/设置状态。
[注]:
- 更新仅针对最新的两个版本或虚幻引擎发布。
- 如果您没有安装最新的虚幻引擎,那么您就没有最新的插件版本。
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