#statetree — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #statetree, aggregated by home.social.
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A state tree stubbornly insists on running a step without any intended path to it at the time when it runs.
A state tree task runs, a subtask uses values the parent sets, and it calls its own function. When the subtask's function Return Node fires, it re-triggers the parent task like it was a FinishTask. I've got print statements at every exit and entry. It runs until it exits the subtask's function, then restarts. Unexpected and unhelpful. I must not create functions in state tree tasks? This code is about to look ugggggly.
Maybe it works better in 5.7. If only the 5.7 editor was stable in Ubuntu or Linux Mint, I might not need to uglify my code. 😑
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A state tree stubbornly insists on running a step without any intended path to it at the time when it runs.
A state tree task runs, a subtask uses values the parent sets, and it calls its own function. When the subtask's function Return Node fires, it re-triggers the parent task like it was a FinishTask. I've got print statements at every exit and entry. It runs until it exits the subtask's function, then restarts. Unexpected and unhelpful. I must not create functions in state tree tasks? This code is about to look ugggggly.
Maybe it works better in 5.7. If only the 5.7 editor was stable in Ubuntu or Linux Mint, I might not need to uglify my code. 😑
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A state tree stubbornly insists on running a step without any intended path to it at the time when it runs.
A state tree task runs, a subtask uses values the parent sets, and it calls its own function. When the subtask's function Return Node fires, it re-triggers the parent task like it was a FinishTask. I've got print statements at every exit and entry. It runs until it exits the subtask's function, then restarts. Unexpected and unhelpful. I must not create functions in state tree tasks? This code is about to look ugggggly.
Maybe it works better in 5.7. If only the 5.7 editor was stable in Ubuntu or Linux Mint, I might not need to uglify my code. 😑
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A state tree stubbornly insists on running a step without any intended path to it at the time when it runs.
A state tree task runs, a subtask uses values the parent sets, and it calls its own function. When the subtask's function Return Node fires, it re-triggers the parent task like it was a FinishTask. I've got print statements at every exit and entry. It runs until it exits the subtask's function, then restarts. Unexpected and unhelpful. I must not create functions in state tree tasks? This code is about to look ugggggly.
Maybe it works better in 5.7. If only the 5.7 editor was stable in Ubuntu or Linux Mint, I might not need to uglify my code. 😑
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ProcessEvent на стероидах: сериализуемые вызовы функций в UE5 или как я готовлю материал для статей
В предыдущих двух статьях я разбирал K2Node - как устроены ноды Blueprint изнутри - и Blueprint VM : байткод, опкоды, стековую машину. Следующая на очереди - Reflection: UClass, UFunction, FProperty и вся система метаданных, на которой стоит движок. Готовясь к ней, я решил, что лучше всего разобраться в теме поможет практика. И тут подвернулся юзкейс: мне нужен был способ сконфигурировать вызов произвольной функции в редакторе и выполнить его в рантайме. Без хардкода, без кодогенерации, без десятка одинаковых обёрток. Так появился FunctionHandler - плагин для UE 5.6, в котором пригодилось всё, о чём я писал раньше: CustomThunk'и, ExpandNode, работа с FFrame и MostRecentProperty. Эта статья - про то, как всё сошлось в одном плагине, какие решения сработали, и на какие грабли я наступал.
https://habr.com/ru/articles/1010256/
#Кейс #Unreal_Engine #Unreal_Engine_5 #Программирование #C++ #Blueprint #StateTree #ProcessEvent #плагин