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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?

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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

First: Yes.

in OnSystemEvent switch add.

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

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