Activity Flow Node
Core activity lifecycle node that provides flow signals for start, update, and stop phases. Acts as the main entry point for activity-driven flowgraphs, managing the connection between `gameplay_missi
Core activity lifecycle node that provides flow signals for start, update, and stop phases. Acts as the main entry point for activity-driven flowgraphs, managing the connection between gameplay_missions_missionManager and the flowgraph execution loop. Category: logic.
Pins
Outputs
| Name | Type | Description |
|---|---|---|
started | flow (impulse) | Fires once before the first update |
update | flow | Fires every frame while activity is ongoing |
stopped | flow (impulse) | Fires once when activity stops |
dtReal | number (hidden) | Real delta time this frame |
dtSim | number (hidden) | Simulated delta time this frame |
dtRaw | number (hidden) | Raw delta time this frame |
Behavior
Start Phase
onExecutionStarted(): If activity exists and not ongoing, callsgameplay_missions_missionManager.start(); otherwise callsstart()directlyonStartActivity(): Hook from mission manager triggersstart()start(): Setsstarted=true, triggers once
Update Phase
onUpdateActivity(dt...)oronUpdate(dt...): Stores dt values on manager, outputs them, setsupdate=true- Activity-based flowgraphs use
onUpdateActivity; standalone useonUpdate
Stop Phase
changedRunningState("stopped"): If activity is ongoing, callsstop()thengameplay_missions_missionManager.stop()onStopActivity(): Direct stop hookstop(): Setsstopped=true, triggers once
Legacy Pin Support
_out.start→started,_out.stop→stopped
Usage Example
-- This node is typically the root of any mission flowgraph
-- Connect outputs to drive mission logic:
--
-- [Activity Flow]
-- started → [Setup Prefabs] → [Show Start Screen]
-- update → [Check Goals] → [Update UI]
-- stopped → [Cleanup] → [Finish Mission]
-- The node also displays activity status in the editor:
-- "Activity: yes" with truncated activity ID, or
-- "Activity: no (standalone)" for non-mission flowgraphsInternal Details
- Stores
dtReal/dtSim/dtRawonself.mgrfor other nodes to access - Standalone mode (no
mgr.activity): usesonUpdate/onExecutionStarteddirectly - Activity mode: uses
onUpdateActivity/onStartActivity/onStopActivityhooks - Editor draws activity status via
drawMiddle()and tooltip viadrawTooltip()
Additional Exports
-
name-string- (see source) -
color-any- (see source) -
description-string- (see source) -
category-string- (see source) -
pinSchema-table- (see source) -
tags-table- (see source) -
legacyPins-table- (see source)
See Also
- Activity Attempt Node - Related reference
- Activity Hook Trigger Node - Related reference
- Activity Reset Prefabs Node - Related reference
- FlowGraph Guide - Guide
Activity Attempt Node
Creates a new mission attempt data object. Supports custom data pins that get included in the attempt's `tData` payload. Category: `once_instant`.
Activity Hook Trigger Node
Triggers a named hook event on the mission module with custom data. Used for advanced activity communication. Category: `once_instant`.