UFSM State-Machine

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.

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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.

* 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]:

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:

UE4 Sample Project

UE5 Sample Project

Documentation:

API Reference

Epic Forums

My Blog

Supported Engine Versions

4.15 – 4.27, 5.0 – 5.3