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API ReferenceGE Extensionsflowgraphnodesstates

Transition (Flowgraph Node)

- **Node Name:** `Transition`

Overview

  • Node Name: Transition
  • Category: (default)
  • File: extensions/flowgraph/nodes/states/transition.lua

Ends the current state and switches to a new one by triggering a named transition on the parent state node.

Pin Schema

Input Pins

PinTypeDescription
flowflowFlow pin (fixed)

Custom input pins can be added to pass data through the transition (supports string, number, bool, any, table, vec3, quat, color).

Output Pins

None by default.

Behavior

  • init() - Enables pin saving and custom input pins. Sets default transitionName to 'success'.
  • work() - When flow is active, collects all non-flow input pin values into a tData table and calls self.mgr.states:transition(stateId, transitionName, tData, self).
  • makePinTemplates() - Scans all transition and transitionStack nodes in the project to build a list of pin templates for the editor.
  • drawMiddle() - Displays the current transition name.

Properties

  • Transition Name - Dropdown populated from the parent state node's output pin names. Selects which exit to trigger.

Serialization

  • _onSerialize(res) - Saves transitionName.
  • _onDeserialized(data) - Restores transitionName (defaults to 'success').

Context Menu

  • "Go to target..." - Submenu that resolves inter-hop links to show which state node the transition leads to. Clicking navigates the editor to that state's graph.

How It Works

  1. Place a Transition node inside a state's sub-graph.
  2. Set the transition name to match one of the parent state node's output pins (e.g. success, fail).
  3. When flow reaches the Transition node, it tells the state manager to exit the current state via the named transition.
  4. Any custom input pin values are passed as transition data (accessible via TransitionStack nodes).
-- Inside a state sub-graph:
-- Connect game logic → Transition node
-- Set transitionName = "success" to exit via the success pin

-- Data can be passed through transitions:
-- Add custom pins (e.g. "score" : number) to carry values to the next state

Key Dependencies

  • self.mgr.states - State manager that handles state transitions
  • ui_flowgraph_editor - Node colors and icons

Additional Methods

C:customContextMenu()

Node method.

C:drawCustomProperties()

Custom ImGui drawing for the node's properties panel in the editor.

C:hideProperties()

Returns a set of property names to hide in the editor.


See Also

  • State Entry (Flowgraph State Node) - Related reference
  • State Exit (Flowgraph State Node) - Related reference
  • State Node (Flowgraph Node) - Related reference
  • FlowGraph Guide - Guide

State Node (Flowgraph Node)

- **Node Name:** `State Node`

Get Transition Variables (Flowgraph Node)

- **Node Name:** `Get Transition Variables`

On this page

OverviewPin SchemaInput PinsOutput PinsBehaviorPropertiesSerializationContext MenuHow It WorksKey DependenciesAdditional MethodsC:customContextMenu()C:drawCustomProperties()C:hideProperties()See Also