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Book Overview & Buying
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Table Of Contents
CryEngine Game Development Blueprints
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When authoring any work in CRYENGINE, the resulting data has to be saved somewhere. In most cases when working with editor objects in Sandbox, this data is stored on entities: Flow Graphs are no exception. Every entity in Sandbox has a Flow Graph section in its RollupBar parameters, where you are able to host Flow Graph scripting on that entity. Here, we will cover good practices for creating these Flow Graph containers and how they can be used to organize your scripting.
For most projects, it's a good idea to store Flow Graphs on the FlowgraphEntity entities. This is to ensure that it's clear what the purpose of the entity is to you and others viewing the level; it can be easy to accidentally delete entire Flow Graphs if they are stored on unrelated entities such as triggers or characters. It also serves no function other than to host Flow Graphs, so it's a very lightweight entity and much cheaper than spawning other more featured...
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