Create and debug hierarchical state machines in a simple to use blueprint editor.
Automatically synchronize your state machines and configure client or server authority with ease.
Execute multiple states concurrently, reducing the need for an excessive number of states in complex scenarios.
Create a node class either in blueprints or C++, encapsulate reusable logic, and expose any variable type on the node.
Utilize editor construction scripts for dynamic, designer-triggered node configuration.
Quickly give designers feedback on an issue with a node or property and prevent blueprints from compiling when required.
Assemble state classes into a cohesive 'State Stack' for modular execution of actions.
Stack multiple transition classes and quickly generate blueprint expressions right from the details panel.
Define what classes are allowed in a graph and which connections can be made. Transitions can be automatically placed.
An intuitive text input that supports variable parsing, object-to-text conversion, and rich text formatting, ideal for creating dialogue systems.
Efficiently find and replace exposed property values across state machine assets.
Preview your system in a sandbox world within the blueprint editor.
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