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Showing posts from December, 2017

How to avoid Spagettie AnimGraph?

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I got this question from twitter. The state machine is cool but how do we avoid this? UE4 animation system is very good to use when you have small sets of animations but it can be cumbersome if you have many many many variation of the animations. If you want to see all the animations you want to look, this is how it can look. As much as state machine and the transition look cool to visualize, it doesn't help if they are too many of them because at this point, you won't be able to see what's going on. So what do you do? First thing I mention when I see this is our ability system. Disclaimer - Note that I'm not a gameplay engineer at Epic, so my knowledge on the current ability system is very outdated. (I did work on gameplay during Gears of War times) But to relay this idea of what to do to avoid the spaghetti states it is required to mention the ability system. Second, I'm not on Fortnite, so I don't know how their real implementation is. This is jus