ActionNodes in FSM exit immediately

NodeCanvas Forums Support ActionNodes in FSM exit immediately

Viewing 2 posts - 1 through 2 (of 2 total)
  • Author
    Posts
  • #14822
    joebain
    Participant

    I’m trying to create an FSM to use as a character controller. Currently each state is an ActionNode with custom Tasks like Move, Jump, Wait, Attack, etc. I wanted to set it up like this so I can easily have the character move and attack at the same time, or do other things simultaneously. Some of these tasks have a duration, like Wait and Move and I would like the graph to remain in those states until the associated Task is complete. Right now the ActionNodes immediately exit and the graph pings around between all the different states. How can I make it so the Tasks tell the graph when to go to the next state?

    Unity_2020-03-23_15-15-19

    Attachments:
    You must be logged in to view attached files.
    #14824
    joebain
    Participant

    I realised I was calling GetCurrentState().Finish() elsewhere by mistake…

Viewing 2 posts - 1 through 2 (of 2 total)
  • You must be logged in to reply to this topic.