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:
Documentation:
Supported Engine Versions
4.15 – 4.27, 5.0 – 5.3