It’s when fsm current state stop. Not when the action task is running and forced to stop. It will be called on all ActionTask without checking their state when the actual FSM current state stop.
So we can do something regardless of the state of the actionTask but in regard of the state of the FSM State.
And for BT, it will be when the BT change its current running “leaf”.
Scenario on our game : Launch a sound on Execute (when the state begin in fact) -> Stop the sound when the current state stop.
For the moment I have a empty running Sound Task because if I EndAction, my sound End… because I can’t detect the actual End Of State.
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