1) It is not possible to access “deep” members right now unfortunately. Your way of creating accessors directly on the “root” Character object ins indeed the best solution right now. It is also good because you can bound that accessor to variables (Bound Variables) as well if you so require.
2) Indeed sub-graph variable are updated only when the sub-graph starts (as well as ends) instead of updated per-frame. This of course is done for performance reasons, but since that has been suggested more than once lately, I am thinking of adding an “update per frame” option next to each variable in the inspector, so that we can selectively choose which variables to update per frame if any. Please let me know how this solution sound to you 🙂
3) The FSM states (at least in NodeCanvas FSM) are by design meant to allow only one transition per frame (transitions are checked once per-frame), thus taking multiple transitions in one graph is not really possible with the current FSM design and changing the design to do so would really create some unwanted behaviour as well as potentially infinite loops (if valid transitions loop). As such, I can only but advice you to try and avoid this requirement. Maybe you can add your initialization tasks within the related state(s) ?
Let me know 🙂
Thank you!
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