How to disable Bolt flow macros

I have just made a quick game in bolt which was originally made in c#. I have written this code to detect when the player has hit a block. If it hits a block it will stop the player movement script and call the end game event inside my game manager which i have also recreated in bolt,

public PlayerMovement movement;     // A reference to our PlayerMovement script

    void OnCollisionEnter(Collision collisionInfo)
    {
        // check if the object we collided with has a tag called "Obstacle".
        if (collisionInfo.collider.tag == "Obstacle")
        {
            movement.enabled = false;   // Disable the players movement.
            FindObjectOfType<GameManager>().EndGame();
           
        }
    }

There doesnt seem to be a way to disable flow macros however, there is a way to disable flow machines but I cant seem to set the flow machine to disabled

Am I doing something wrong or is there a better way of doing this?

I don’t understand if you want to disable the macro from that script or from inside bolt.
In case you mean to do it from inside bolt:
if you use for example “flow machine set enable”, it will turn off or turn on the first flow of the target object…
to refer to a certain one you must either put that flow in a variable or get a list of all the flows with “get components” and know the order of the flows in the target object to refer to it through the index.

1 Like

In my fuzzy finder there is no option for “Flow machine set enable”.

SOLVED! For anyone that has the same issue I had. GOTO->ProjectSetting->VisualScripting->TypeOptions->AddNewType->Search “Script Machine” then click regenerate nodes.
I am not sure why my version failed to load this, but it solved my problem.