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Flow Pilot Architecture
Michael Adaixo edited this page Feb 1, 2024
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// TODO Update FlowArchitecture
| Components | Description |
|---|---|
| FlowPilotComponent | Entry point to execute a FlowPilotAsset |
| FlowPilotSubSystem | Handles Prefetching and Caching Externally references actors (via gameplay tag) Keeps track of Registered FlowPilotComponents |
| FPTaskNode | Description |
|---|---|
| Sequence | Base TaskNode that will run each node in sequence while they succeed. Stops at the first node that Fails. |
| Selector | Tries to run nodes one by one, but will only execute one that succeed. Will Try to run the next node if the previous fails |
| BlueprintBase | BlueprintBase node that is the Parent Class for any TaskNode created via Blueprint |
| Delay | Waits for a certain amount of time and succeeds |
| Despawn Actor | Will fetch and despawn an Actor |
| FlowActorControl | Can Start/Stop/Pause another FlowPilotComponent |
| FlowAsset | Can execute the Flow from another FlowPilot Asset |
| LoadLevel | Loads a level |
| Loop | Executes a Node any number of times, or infinitely |
| Parallel | Executes a Set of nodes at the same frame. Has multiple exit conditions, 'AnySucceed', 'AnyFails', 'AllSucceed', 'AllFail' |
| Play Sound | Plays a 3D Sound |
| Play Sound 2D | Plays a 2D Sound |
| Spawn Class | Spawns any Class into the game. Can add GameplayTags to this actor after spawn. |
| Trigger Distance | Succeeds when the distance is met |
| Trigger Volume | Succeeds when an Actor meets the OnEnter, or OnExit condition. |
| Unload Streamed Level | Unloads a Streamed Level |
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