StateRequirements struct

Declares which engine subsystems a FlowState requires.

FlowManagerBase reads this during transitions to create, preserve, or destroy subsystems. If the incoming state requires a World and the outgoing state already has one, the World survives. If the incoming state does not need a World, the existing World (and all its scoped Constructs) is destroyed.

Public variables

bool NeedsWorld
Requires Registry, Physics, and Logic thread.
bool NeedsLevel
Requires a .tnxscene loaded into the World.
bool NeedsNetSession
Requires an active network connection.
bool AllowsSouls
Souls (player identities) persist through this state.