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FAQ
Krzysiek Justyński edited this page Sep 2, 2022
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Yes, it's a common use case, i.e. if you want to have a global "meta-quest" (controlling game's story) or graph tracking achievements. You can create a Flow Asset instance from anywhere in the game by calling UFlowSubsystem::StartRootFlow.

Personally, I have no plans to implement it. The community is free to tackle this challenge. You can check Discord channel where people are discussing their implementations.
It's not obvious which way to choose as a proper solution for all (at least most of) the projects. It could be
- blueprint-based variables
- blackboard-style
- blueprint-style, but using a method similar to @ryanjon2040 pull request: https://github.com/MothCocoon/FlowGraph/pull/86
- also might take inspiration from StateTree implementation in UE5
Flow Graph solution would need to include support for UObject references.
Got any questions? Discuss things related to the plugin on the dedicated Discord server.