4) I see. Hmm… I will try to think of something to make such possible confusion be avoided somehow 🙂
5) Storing the state right in the middle of an async operation like wait, would be totally difficult to achieve and in some sense could also be an overkill (code wise to implement) I think. Have you thought of an alternative workaround of maybe storing blackboard variables and replicating the “state” you want (bring flow to a particular node) by doing variable checks (could be enum checks as well of course) in the OnEnable of the graph event?
I am not sure if that is practical for your game of course.
7) Yes, every “For Each” iteration will have it’s own “temp” parameter :). In the above example posted, the console will log 1, 2, 3, 4 etc. which is the current index of the iteration stored as the “temp” parameter.
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