Skip to content

Flow Pilot Architecture

Michael Adaixo edited this page Feb 1, 2024 · 8 revisions

Overview of how FlowPilot executed code.

// TODO Update FlowArchitecture

Components Classes

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

TaskNodes

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
Clone this wiki locally