Page 1 of 1

Cryengine 5.4 Flownodes

Posted: Mon Sep 11, 2017 7:04 am
by hodirt
First question is: Is the old way of declaring flownode by creating it's own class and inheriting from CFlowBaseNode<...> and registering it by REGISTER_FLOW_NODE is still valid?

Second question: Do I need to register all flow nodes in GamePlugin, like before, on ESYSTEM_EVENT_REGISTER_FLOWNODES event?

Code: Select all

if (IFlowSystem* pFlowSystem = gEnv->pGameFramework->GetIFlowSystem()) { CAutoRegFlowNodeBase* pFactory = CAutoRegFlowNodeBase::s_pFirst; while (pFactory) { pFlowSystem->RegisterType(pFactory->m_szClassName, pFactory); pFactory = pFactory->m_pNext; } }
Or maybe there is some different approach, because I get an access violation exception here IFlowSystem* pFlowSystem = gEnv->pGameFramework->GetIFlowSystem() ?

Re: Cryengine 5.4 Flownodes

Posted: Fri Sep 22, 2017 11:54 am
by ximbimbim
Hi.

First: Yes.

Second:
in OnSystemEvent switch add.

Code: Select all

case ESYSTEM_EVENT_REGISTER_FLOWNODES: { CryRegisterFlowNodes(); } break;
And ~CGamePlugin() add:

Code: Select all

CryUnregisterFlowNodes();