UFSM State-Machine

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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.

  • Supported Platforms
  • Supported Engine Versions
    4.15-4.20

Description


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.

Technical Details


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:

1.8.1: UE4.18

1.8.1: UE4.19


Documentation:

API Reference

Epic Forums

My Blog

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