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DennisSmolek avatar DennisSmolek commented on June 12, 2024

Can you clarify or give an example situation to the one you describe?

Wont each execution intentionally only have a single output event?

I could see a need to store the value (or reference) of an execution so that later nodes can access it, but I don't understand why a node would need to fire more than at one moment.

I also understand that a node may have multiple outputs PER EVENT like one node may call multiple functions when complete, but that seems different to what you're describing...

from behave-graph.

bhouston avatar bhouston commented on June 12, 2024

In Unreal Engine there is a for-loop construct. What it does it is will fire multiple times its LoopBody output, each time with a different value for the loopIndex output as well.

https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Blueprints/UserGuide/FlowControl/

Also sequence does this as well.

These nodes are a little complex to implement because they always "wait" for their downstream subgraph to finish executing before they fire again. Thus I am setting up that ability for an upstream node to wait for a downstream subgraph to complete. that is a separate task.

from behave-graph.

bhouston avatar bhouston commented on June 12, 2024

I've created a task for the wait ability: #12

from behave-graph.

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