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Change Log
August 21st, 2019 - Unreal Engine 4.21 - 4.23
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Optional transition nodes have been added to help support transition logic which may need to occur before and after evaluation such as binding to an event.
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On Transition Initialized (When the state leading to the transition is entered)
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On Transition Shutdown (When the state leading to the transition is exited)
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On Transition Pre-Evaluate (Before each evaluation. Performance warning)
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On Transition Post-Evaluate (After each evaluation. Performance warning)
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Can Transition Evaluate Getter/Setter which can be used in the transition context. If false the transition is never evaluated and can never be taken.
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- State machine instances' GetWorld implementation will now only attempt to return the context's world as this is the only world the state machine should care about. Previously it would check GEngine and the outer object. If ImplementsGetWorld was called on the state machine blueprint during design time it would fail.
- State machine instances' GetContext implementation will only return the context which was set during initialize. Previously it would return the outer object if no context was set. All contexts should be set using the Initialize method.
[These changes shouldn't impact use cases providing state machines are instantiated as ActorComponents or by using the CreateStateMachineInstance function.]
April 16th, 2019 - Unreal Engine 4.20 - 4.22
- State Machines now support a variable delay in seconds between ticks.
- Added explicit Tick override option for ActorComponents.
- Added/Removed some EditConditions around tick properties to better display when one option requires another.
- Adding or changing a State Machine reference will default the path to the current Blueprint's folder.
- Initializing State Machines when using nested references improved.
- Duplicating a top level K2 State Machine node will correctly rename it when the name is already in use.
April 2nd, 2019 - Unreal Engine 4.20 - 4.22
- Other State Machine blueprints can now be directly referenced within a State Machine graph. This allows a single State Machine to be reused multiple times.
- The context of the super State Machine will be passed into the reference automatically.
- The reference will inherit the super State Machine's replication settings.
- Convert an existing State Machine in-place to a reference.
- This will also look for any existing variables that are referenced and recreate them in the new blueprint. Any additional event graph logic or custom functions won't be copied.
- Blueprint Helper Nodes (Such as 'Time in State') can now be copied and pasted into supporting graphs.
- Removed EditAnywhere from some properties which weren't intended to be modified manually.
February 21st, 2019 - Unreal Engine 4.19 - 4.21
- Selected state nodes can be collapsed to a nested state machine while preserving transitions.
- Can add comments to state machine graphs.
- Multiple instances of a state machine can be debugged properly now.
- Fixed crash when a nested state machine was removed while opened in the editor.
- Added work around for engine level crash when undoing the creation of a graph for the second time while the graph is open in the editor.





