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Inheritance
State Machines support basic inheritance.
- Open a State Machine blueprint you wish to become a child.
- Go to Class Settings and change the parent class to your desired State Machine blueprint parent.
The child blueprint will behave similar to how normal blueprints work. Functions can be overridden and properties inherited.
If no valid State Machine Graph is found on the child the next parent is checked and so on. If you want to easily test switching between a child and parent graph, you can simply disconnect the wire from the Root State Machine to the State Machine Definition (the topmost graph).
The compiler will attempt to notify you of what graph is used.
Starting in 1.6 a parent node can be added to state machine graphs which will run the selected parent state machine. The details panel will allow any parent of the child to be chosen. The state machine is effectively a clone of the parent state machine placed in the same instance as the child.