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Introduction to Flow Graph

Introduction to Flow Graph

Today’s Master Class tutorial gives you an in-depth introduction to Flow Graph, the built-in tool used to control events and game logic within levels. This is the latest video in our series of Master Class tutorials that give you insight and techniques straight from the studio.

This tutorial is hosted by Turgut Özbayram, Senior Level Designer for Hunt who has previously worked on the level design for Ryse: Son of Rome and Robinson: The Journey. In this Master Class, you will be introduced to Flow Graph and taken through every step you need to master to use the visual scripting system, using the same processes that we use in our own games. Flow Graph is a powerful CRYENGINE feature that does not require any scripting or programming knowledge, allowing for rapid development and iteration. Check out the Master Class below to find out how you can get the most out of Flow Graph for your project.

We hope you enjoy this Master Class. If you want more tutorials that can help you improve your skills with CRYENGINE, you can check out our introduction to working with particles in CRYENGINE, and videos covering the Designer Tool, UI, audio, character art, environment art, and a series detailing cinematic storytelling. To receive our latest learning videos as they are published, subscribe to our YouTube channel where you can also find a wide range of additional tutorials. As ever, we hope you enjoyed this Master Class, and if you have feedback or other topics you’d like to see covered, let us know in the comment section, on the forums, or Facebook, and Twitter.


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  • Show all comments (13)
  • Hey guys, just a couple of things: Flowgraph isn't going to be deprecated in the foreseeable future. We have no plans for that as it is quite powerful as a visual scripting language. Yes, Schematyc is a new take on visual scripting, especially with the new Entity Component System also shaping up, but it's still in beta and will eventually see another iteration before it's production ready. So far, we're supporting Flowgraph as production-ready visual scripting solution. Along the lines of Tutorials, please review this thread and let us know what you would like to see: We are going to keep at it with tutorials and learning material for both visual scripting and programming in C++ as well as adding more C# functionalities. But as was mentioned in the comments before, we have to tackle this one thing at a time. Thanks for your great feedback in general, but maybe try adding that to the forums as well, so we can better react to it. :) The blog is a little one-sided as far ascommunication goes.

  • EndiHaxhi, you are wrong. *There is also no overhead, because everything compiles to native C++*. No, there's no C# to C++ compilation in CE5. There's a bridge instead and C# calls C++ functions. It's not efficient. And you can't compare Blueprints to C#, they are just different. Blueprints use virtual machine.

  • Of course it's good to have C # and visual scripts, but the key feeling is they do not have enough people and energy to do more right now, so why not do one thing first...Maybe I think wrong

  • Silver, do not forget that Unity is C++ behind, C# just compiles to C++ code. The same thing happens here. Blueprints too, compile to native C++ code. Who uses C++ in UE4? Only pros, and pros with a couple years of experience. I am a C++ dev, or rather was up until I learned C#. Have you seen how hard C++ in Unreal and here in CE5 is? The same thing is much easier in C# or visual scripting. There is also no overhead, because everything compiles to native C++. What is the problem? Only creating and maintaining C# and visual scripting, which is not easy, but necessary.

  • EndiHaxhi, Unreal Engine 4 has no C# at all, this is because C# isn't simply "the future". It's got lots of disadvantages to use in game engines. And it's not possible to drop C++ and focus on C# because CryEngine is made with C++ and any C# additions are always an abstraction level and must require C# to C++ bindings. It's like saying that Lua has higher priority than C++ in CE3 version. Any scripting languages are only the levels of abstraction above native C++ code. If CryEngine would be done with C# entirely (like Unity) then of course, it's the top and the only good solution. But here we will always have to first make C++ base for every idea and then make a C# bridge to our code and then do the rest of the coding with C#. For me it's not that good and reminds the time of CE3 when you have to make too many levels of abstractions coding - like Lua and Scaleform bindings and C++ code for FlowNodes. We need something more advanced than just switching existing levels of abstractions to the new ones. We need a unified tool, like Blueprint for scripters and artists, and C++ for coders. Anyway CryEngine doesn't use C++11. Its code is basically a "C with classes", this is because the compatibility isues with cross-platform stuff. So it's not that bad. I still hate C++, but it's powerful and the less layers we have the better for development convenience and speed.

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