Hi,
Indeed, it can't. The only solution right now is to create a Custom Action.
It's very easy, and you can simply copy paste an existing one like for example:
// (c) Jean Fabre, 2011-2013 All rights reserved.
// http://www.fabrejean.net
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Application)]
[Tooltip("Get the current resolution")]
public class GetCurrentResolution : FsmStateAction
{
[Tooltip("The current resolution width")]
[UIHint(UIHint.Variable)]
public FsmFloat width;
[Tooltip("The current resolution height")]
[UIHint(UIHint.Variable)]
public FsmFloat height;
[Tooltip("The current resolution refrehs rate")]
[UIHint(UIHint.Variable)]
public FsmFloat refreshRate;
[Tooltip("The current resolution ( width, height, refreshRate )")]
[UIHint(UIHint.Variable)]
public FsmVector3 currentResolution;
public override void Reset()
{
width = null;
height = null;
refreshRate = null;
currentResolution = null;
}
public override void OnEnter()
{
width.Value = Screen.currentResolution.width;
height.Value = Screen.currentResolution.height;
refreshRate.Value = Screen.currentResolution.refreshRate;
currentResolution.Value = new Vector3(Screen.currentResolution.width,Screen.currentResolution.height,Screen.currentResolution.refreshRate);
Finish();
}
}
}
which would be in your case something like:
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory("")]
[Tooltip("")]
public class GetMyGlobalMyString : FsmStateAction
{
[Tooltip("")]
[UIHint(UIHint.Variable)]
public FsmString myString;
public override void Reset()
{
myString = null;
}
public override void OnEnter()
{
myString.Value = MyGlobal.MyString;
Finish();
}
}
}
Bye,
Jean