I know that general statemachine implementation can do most of those done by uc states.
But how should I do to let the state machine system surpport something like:
override some function in some states
labels & procedure control
Those are very useful features in UC.
I read some source code of these parts in UE3 but got no idea about how should I do to implement the same in UE4.
I went about it using actor components. In my case, I wanted states for the player, to swap between actions that required the same input but had completely different functionality (like climbing and so). What I did was setup the basic input functions in the character’s base class that called a state component in which I basically setup the same functions. It’s not entirely like the UC states, but it did allow me to implement a begin and end state, override any input functions I wanted based on the type of state component, or simply leave those blank if I wanted to restrict certain inputs.
It’s not the prettiest solution, but it works, for me at least.