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documentation on EFlowFinishPolicy
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MothDoctor committed Nov 29, 2021
1 parent 7ad4dd7 commit d8dab6c
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Showing 2 changed files with 6 additions and 1 deletion.
4 changes: 3 additions & 1 deletion Source/Flow/Public/FlowSubsystem.h
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Expand Up @@ -63,7 +63,9 @@ class FLOW_API UFlowSubsystem : public UGameInstanceSubsystem

UFlowAsset* CreateRootFlow(UObject* Owner, UFlowAsset* FlowAsset, const bool bAllowMultipleInstances = true);

// Finish the root Flow, typically when closing world that created this flow
// Finish Policy value is read by Flow Node
// Nodes have opportunity to terminate themselves differently if Flow Graph has been aborted
// Example: Spawn node might despawn all actors if Flow Graph is aborted, not completed
UFUNCTION(BlueprintCallable, Category = "FlowSubsystem")
void FinishRootFlow(UObject* Owner, const EFlowFinishPolicy FinishPolicy);

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3 changes: 3 additions & 0 deletions Source/Flow/Public/FlowTypes.h
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Expand Up @@ -27,6 +27,9 @@ enum class EFlowNodeState : uint8
Aborted
};

// Finish Policy value is read by Flow Node
// Nodes have opportunity to terminate themselves differently if Flow Graph has been aborted
// Example: Spawn node might despawn all actors if Flow Graph is aborted, not completed
UENUM(BlueprintType)
enum class EFlowFinishPolicy : uint8
{
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