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Comment: Migration of unmigrated content due to installation of a new plugin


  • Global: ../GameSDK/Libs/FlowgraphModules
  • Level../GameSDK/Levels/<levelfolder>/FlowgraphModules

When loading a module, the system will first check the current level's FlowgraphModules folder. If the Module is not found there, it will then look in the Global FlowgraphModules folder. This gives you the potential to overwrite a Global Module with a Level-Specific Module if you wish.

Converting a Flow Graph to a Module


Calling a Module from C++

It is possible to call modules directly from In some cases it might be needed to start module instances directly from code and pass results back to C++. In this case you can do the following:

Code Block
titleCalling a module from code
void CMyClass::MyModuleCallback(bool bSuccess, const TModuleParams& outputParams) 
   // do something with the output parameters 

void CMyClass::CallMyModule()
   IFlowGraphModuleManager* pModuleManager = gEnv->pFlowSystem->GetIModuleManager();
   if (const IFlowGraphModule* pModule = pModuleManager->GetModule(“MyModule”))
      TModuleParams inputParams;
      //… add input parameters (has to match the inputs in the module)
      pModuleManager->CreateModuleInstance(pModule->GetId(), inputParams, functor(*this, &CMyClass::MyModuleCallback));