- STATE ADJUSTMENT ADDONS -
State Change - Character / Attachment
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This Addon allows you to change the Character's State. The Attachment version does the same thing but only for an Attachment State.
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"Condition" toggles this Addon on or off. This Addon is a constant trigger variant so Condition is checked per frame as long as the Character is in the State that this Definition is in.
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"Target Character" is useful if you want a specific Character to get its State changed. This is a pretty strong input to use and should only be used for Throw / Grab Attacks. If left empty, the Character that owns this State Module gets their State changed.
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"Target State Module" is used to specify the State Module to use. If left empty, Addon will attempt to use the Main State Module of the Character. If that fails an error will be shown.
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"State to Call" is used to the trigger the Event with the State ID value.
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"Post State Variable List" can be used to send data to use before the State is triggered, allowing you to create different behavior depending on the data provided.
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"Force Target Character" is used to prevent empty value of "Target Character" to be the Character that owns this State Module. Mostly used for Throw Attacks.
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Example usage can be found in almost every State Module.
Attach State Module
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This Addon allows you to attach an Attachment State Module to the Target. Mostly used for Effects such as burning.
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"Target Character" is useful if you want a specific Character to get its State changed.
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"Attachment Type" is used to define its type. Mostly used for removing it from the Target if requested which is mentioned below.
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"New State Module" defines which State Module to use.
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"State to Call" is for which State ID to trigger. Note that Attachments are independent and their State ID does not interfere with Characters. So you can have a "State 0" in your Attachment State with no issues.
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"Module Tag" is used to reach out for the Attachment from the outside to make changes. Mostly used for removing it from the Target if requested which is mentioned below.
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"Post State Variable List" can be used to send data to use before the State is triggered, allowing you to create different behavior depending on the data provided.
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Example usage can be found in "OmenDocs_Basic_SMs" and this State Module is used in "Attachment / Shutdown Example" Input State Definition.
Example of Adding and Removing Attachment State Modules.
Shutdown State Attachment
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This Addon allows you to either Destroy or Pause an Attachment with the "Shutdown Type" value.
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Important thing to note is, while "Destroy" option is rather obvious, the "Pause" one is pretty vague. These two options are only meant to trigger Events named "Pause Call" and "Destroy Call".
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"Destroy Call" attempts to remove the Attachment State from the game completely while "Pause Call" doesn't do anything on its own. In the end both States should be prepared in the State Modules themselves.
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For example, there is an Attachment Template named "PA_Temp_01_ASM", which is a healing over time example that works on its own after triggered. It is located in this location:
/Content/External/FR_Templates/StateModule/Attachment/Character/PA_Temp_01_ASM
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Here is the "Destroy Call" Event that is being used (Mouseover the image to magnify):
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When the "Destroy Call" triggers, Timeline that makes the Fighter light up green is stopped, the Material Changes are reset, all effects are removed and finally the Attachment itself.
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This might be too much at first but note that these Addons are used for extreme cases as Attachment State Modules are used mostly for effects that come and go in time on their own.
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We will eventually have tutorials about having multiple different type of Attachments!
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"Target" is used for the reference of the Attachment to shut down or pause.
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Example usage can be found in "OmenDocs_Basic_SMs" and this State Module is used in "Attachment / Shutdown Example" Input State Definition.
Example of Adding and Removing Attachment State Modules.
Remove Attached State Modules
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This Addon allows you remove Attached State Modules depending on the "Removal Level" which is decided in "Attachment State Definition" nodes. "-1" value targets all of Attachments.
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"Attachment Type" is used to target specific type of Attachments.
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"Removal Tag" is used to only remove attachments that has this Tag.
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Basically Unreal Engine's "Destroy Actor" node is called upon them and that is not always enough especially for advanced Attachments which we talk in above section.
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"Target Character" is used to specify the target to check for Attachments to remove.
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Example usage can be found in "OmenDocs_Basic_SMs" and this State Module is used in "Attachment / Shutdown Example" Input State Definition.
Custom State Off
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This Addon is used to tell the entire State System that the Fighter is no longer in a Custom State.
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Custom States are mostly the States that are the Fighter is put on by an Enemy Actor. The most common example would be the Grab Attacks.
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Example usage can be found in "OmenDocs_EnemyCustom_SM" and this Addon is used in State 450, where the Fighter is doing a custom "Grabbed" animation.
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We will eventually get tutorials about how Custom States work.
Change Character Stance
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This Addon allows you to change a Character's Stance in mid State.
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For example your Character's Stance might be Standing in the beginning of the State but it may need to be changed to Aerial due to its movement.
Continuous Tick
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This Addon allows you to use "After Addon Trigger" output AFTER a State Change occurs.
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Make sure to only use Addons that are marked with "IT" as any other thing that asks for a Condition to trigger will simply not work as the State Change itself occurs!