State Machine Implementation for Unreal Engine (C++) - Heavy Beat - Devlog 2
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- เผยแพร่เมื่อ 25 ส.ค. 2024
- State Machines have been something that eluded me throughout the years of working on Unreal Engine, mainly because ENUMS worked pretty well. However, I've changed my approach with Heavy Beat and I'd like to show you how you can do it too.
**Note: The public alpha for Heavy Beat will begin in 2 weeks not 3 :), just a tiny audio mistake.
Music in the video, provided by NCS:
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Warriyo - Mortals (feat. Laura Brehm) [NCS Release]
www.youtube.co...
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Track: Robin Hustin & Jessica Chertock - Burn it Down [NCS Release]
Music provided by NoCopyrightSounds.
Watch: • Robin Hustin & Jessica...
Free Download / Stream: ncs.io/BurnItDown
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Track: Lost Sky - Dreams [NCS Release]
Music provided by NoCopyrightSounds.
Watch: • Lost Sky - Dreams | Tr...
Free Download / Stream: ncs.io/DreamsYO
Awesome game, thanks for explaining this here man
Liked & Subbed :D
seems dopeee bro
this came from an ex youtuber btw
Good video :D Quick question tho, how do you reference the states in the StateManager ? I was trying to have a pointer to the current state the player is in and save each state in a global variable, so that I can just switch it, but I cant seem to get it working.
Sorry, I thought I was replying on another video, but for all the implementation details you can check out the actual implementation video here: th-cam.com/video/EZBnx-ZSoS0/w-d-xo.html it goes through everything.
@@AltrayDigital Huge thank you ! This helps a lot :D